solidslayerr wrote:TOP wrote:Almost forgot.... who ended up carrying the Nerve agent crate? I bet that was some serious "fun" wasn't it
I did for a bit, I hated whoever built that thing.
Bad Karma wrote:...That said, the game itself was, at best, a mediocre one. It seems like all games at Splat Action quickly degenerate into large clusterfucks. I came to this event expecting coordination, structure, and a higher level of milsim than I normally get from Splat Action OPs. I was let down on all accounts. It's all a matter of perspective, I suppose, and I'm sure if I were still new to this sport OP:ST would have been an amazing experience, but here on the forums we had a functional OPORD, we had a well-developed chain of command, we had strict fire team regulations, we had clear and concise objectives. I went to this game expecting all of the above, because the last three months of planning have implied that all of the above would be important (because they are), and yet when the game started, very few people had any understanding of what the hell was going on...
Zephyr wrote:One of the only downsides to me, was people not calling their hits. This is bound to happen, especially at large OPs but it was getting out of hand in the 3rd phase. The US forces just seemed to not want to call hits anymore, especially around Hamburger hill. Either out of desperation because they were loosing, or more likely it was just the result of a few dishonest players.
Ivan wrote:Bad Karma wrote:...That said, the game itself was, at best, a mediocre one. It seems like all games at Splat Action quickly degenerate into large clusterfucks. I came to this event expecting coordination, structure, and a higher level of milsim than I normally get from Splat Action OPs. I was let down on all accounts. It's all a matter of perspective, I suppose, and I'm sure if I were still new to this sport OP:ST would have been an amazing experience, but here on the forums we had a functional OPORD, we had a well-developed chain of command, we had strict fire team regulations, we had clear and concise objectives. I went to this game expecting all of the above, because the last three months of planning have implied that all of the above would be important (because they are), and yet when the game started, very few people had any understanding of what the hell was going on...
This is exactly the opposite of how I felt.
I came to the game assuming in 5 minutes all command would break down and it would just be a force on force Cluster f**k.
I was surprised to see and hear squads and platoons following their commands and getting sh*t done.
Maybe this was a difference between Cartel and US teams.
Deliverator wrote:Respawns are fine, but you need to have everyone understand what their objectives are and as soon as they respawn head back up there and find someone that knows whats up.
mrice1 wrote:Ivan wrote:Bad Karma wrote:...That said, the game itself was, at best, a mediocre one. It seems like all games at Splat Action quickly degenerate into large clusterfucks. I came to this event expecting coordination, structure, and a higher level of milsim than I normally get from Splat Action OPs. I was let down on all accounts. It's all a matter of perspective, I suppose, and I'm sure if I were still new to this sport OP:ST would have been an amazing experience, but here on the forums we had a functional OPORD, we had a well-developed chain of command, we had strict fire team regulations, we had clear and concise objectives. I went to this game expecting all of the above, because the last three months of planning have implied that all of the above would be important (because they are), and yet when the game started, very few people had any understanding of what the hell was going on...
This is exactly the opposite of how I felt.
I came to the game assuming in 5 minutes all command would break down and it would just be a force on force Cluster f**k.
I was surprised to see and hear squads and platoons following their commands and getting sh*t done.
Maybe this was a difference between Cartel and US teams.
I"m with Ivan, but then I was on the Cartel side too so maybe it indeed was a US thing. I felt our side was pretty well organized and together and I had a great time repelling the invaders.
As for banning high caps, bad idea. For one thing when I drop 300 dollars on a gun I don't always have the extra 80 or so to get a set of good magazines and most guns come with one high cap at least. "Sorry son but you don't get lunch this week. I've got airsoft expenses." This shortly followed by the sound of a blunt object bouncing off my head as the wife hears. Besides, not everyone wants to be totally milsim. I prefer to run with midcaps, myself.
And just what sort of high caps do you have? Endless stream from a 400 round magazine? I've got to wind my highcap after 30 or so. Which takes about as long as changing magazines.
Bad Karma wrote:mrice1 wrote:Ivan wrote:Bad Karma wrote:...That said, the game itself was, at best, a mediocre one. It seems like all games at Splat Action quickly degenerate into large clusterfucks. I came to this event expecting coordination, structure, and a higher level of milsim than I normally get from Splat Action OPs. I was let down on all accounts. It's all a matter of perspective, I suppose, and I'm sure if I were still new to this sport OP:ST would have been an amazing experience, but here on the forums we had a functional OPORD, we had a well-developed chain of command, we had strict fire team regulations, we had clear and concise objectives. I went to this game expecting all of the above, because the last three months of planning have implied that all of the above would be important (because they are), and yet when the game started, very few people had any understanding of what the hell was going on...
This is exactly the opposite of how I felt.
I came to the game assuming in 5 minutes all command would break down and it would just be a force on force Cluster f**k.
I was surprised to see and hear squads and platoons following their commands and getting sh*t done.
Maybe this was a difference between Cartel and US teams.
I"m with Ivan, but then I was on the Cartel side too so maybe it indeed was a US thing. I felt our side was pretty well organized and together and I had a great time repelling the invaders.
As for banning high caps, bad idea. For one thing when I drop 300 dollars on a gun I don't always have the extra 80 or so to get a set of good magazines and most guns come with one high cap at least. "Sorry son but you don't get lunch this week. I've got airsoft expenses." This shortly followed by the sound of a blunt object bouncing off my head as the wife hears. Besides, not everyone wants to be totally milsim. I prefer to run with midcaps, myself.
And just what sort of high caps do you have? Endless stream from a 400 round magazine? I've got to wind my highcap after 30 or so. Which takes about as long as changing magazines.
Any stock hi-cap should fire at least half of the magazine capacity off of a single full wind.
That said, there is a time and place for these kinds of events, but there is, I would argue, a large market of airsofters who do want to have that higher level of milsim. Part of making people spend $100-$200 just to buy decent mid or standard caps is the exclusiveness that creates. Only the truly committed players will invest that kind of money. And, quite frankly, those are really the only people I want to play with anymore anyway. There is enough of an interest in this community to start holding more advanced operations.
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