OP: Sundown Part 3 UAF WINS!!!!

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Postby Callahan » Sat Feb 04, 2012 8:46 pm

Thanks for the gentleman who put this Operation together. It was well thought out and prepared.

Additionally thanks to the UAF who were receptive to my direction, it made the difference on multiple occasions.

Green Three (OD Knight & NFS) were hitting the lines hard all day and doing our best to ensure the commander was informed of our position and performance. Our guys did an outstanding job, and I appreciate all who were on this team, and those of you who jointly linked up with us to result into mission success.

Variable, thanks for the hard work. Ogre I know you were running up and down the line working furiously as well, gj.

I had a great time personally. The only thing I could say needs to improve is in regards to the Respawn system. It adds another layer of complexity, and without folks ever being to the field it is hard to determine where things are and what exactly to do. More importantly, the amount of game time from travel to the CCP, the wait time, the travel to Field Hospital, the wait time, travel back up to the forward position (time walking in between) adds up to a lot of player time not being utilized.

While I would admit that it was an innovative concept, I think if at the minimum, the timers should be reduced to ensure that administration isn't taking away from the player by demoralizing them with "sit around do nothing time."
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Postby Payback » Sat Feb 04, 2012 8:52 pm

Great game today. Kicked my butt. Thanks to PF for putting this together, and to variable and his XO and squad leaders for leading us.

Just like Chesty said in the mission brief, if they aren't calling the hit, shoot more. Don't phony pony about it, on the field or here. You sound like a 10 yr old. (or a 16yr old)

Props to the COS player who got the arm wound and acted it up. Sounded like all hell was breaking loose. Was a good laugh.

I look forward to coming out more often.
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Postby The Duke » Sat Feb 04, 2012 9:07 pm

Awesome game, thanks!
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Postby Kavik » Sat Feb 04, 2012 9:11 pm

Many thanks to Chesty and PF for a brilliant game. Very well thought out. Looking forward to the future Sundowns
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Pictures and videos from today

Postby phiz » Sat Feb 04, 2012 9:43 pm

My pics and vids, thanks everyone for coming out!

http://s765.photobucket.com/albums/xx291/amartwick/Op%20Sundown%203/
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Postby Chesty_01 » Sat Feb 04, 2012 10:33 pm

To everyone who made it out today. Thank you for helping make this a success. I will Give my full detailed AAR tomorrow cause I have to go work till 3am now. Have a great night, hope everyone had fun and we will talk tomorrow!!!
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Postby Rico » Sat Feb 04, 2012 10:34 pm

Great game, well thought out, great admin staff, sweet objectives, rad props.

10/10, 5 stars, [like]

I liked the casualty card thing, but it can probably be optimized for the next op to be less complicated and allow for some field medics too.
You and your stupid F*ing rope...

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Postby Rico » Sat Feb 04, 2012 10:38 pm

I found a mostly full bag of .25 aonw polished bb's, if they are yours claim them, but they were not bio, so if you want them back you have to out yourself for being a dirty cheat!
You and your stupid F*ing rope...

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Postby ScaredShooter » Sat Feb 04, 2012 10:48 pm

Variable wrote:The respawn system was a good idea but could use some simplification so that you aren't using so many admins and resources for it.


And time.

Three periods of sitting out. Where you die, at the medic hutt/triage thing (forget the name), and at the doctor.

This is a lot of punishment for being shot! Haha

Increased punishment for being shot = increased hacking.
Increased punishment for being shot = more realism.
Increased hacking does not equal more realism.
See the paradox? A=B, B=C, A does not equal C. WTF?!?
I don't know how to fix it.

I am no master of statistics, but usually even with 15 minute respawns you're probably going to be back in the game on average of... say 8 minutes? Sometimes two minutes and sometime 15 + walking.

Definately an interesting and cool idea, I respect the innovation and agree that it could be refined with time to become something really awesome.

I thought it was a good game overall!

The weather was fantastic. I also liked how many different parts of the field were fought over.

Also, casually walking behind enemy lines without being noticed was lolz. Love airsoft.

Thanks to those who helped make the game possible, and all the people who attended! Good turnout for sure.

Cool to see the AONW van out there, always thought they should more often make a storefront presence at events.

Oh there was one minor thing I wanted to complain about, not to be taken too seriously. The FPS limit for AEGs was 420, and the limit for DMRs was 450. I felt like the DMR limit should've been 475.

With as small of a gap as there was, there really was no incentive to run a DMR, which are badass weapons in my opinion that rarely get used. If we can trust first time 14 year olds running around with bolt actions shooting 550, we should be able to trust someone with a good head operating a DMR at 475, as long as they are equipped with a sidearm and watch their engagement distances.
Also, my SVD is heavy, particularly front-heavy. That's punishment. I deserve reward.

Anyways, running the SAW was super effective.
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Postby dos_Santos » Sun Feb 05, 2012 12:06 am

Had a great time today Kevin, thanks for the hard work. Really enjoyed how you executed the event.

Thanks W1 for great planning (executing was another thing) and look forward to the next OP we get to do with you guys.

Only had one experience of someone calling our hits for us, and subsequent screaming match, but other than someone being trigger happy and not identifying my squad as dead (shoot first ask questions later), all OPFOR payed by the rules.
I do hope that after all this discreditable shuffling we may be taken into action. It has a wonderful way of reconciling a man with himself: and with everybody else, sometimes. - 1st Lt. James Dillon
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Postby Snake72 » Sun Feb 05, 2012 8:00 am

:evil: good game over all, though I didn't care for the tennis ball grenades, it was to hard to keep track of how many balls were in here when I came in...yet thunder-B is very effective of letting you know when it goes off. Respawn seemed to work well, gave enough time to reload and burn one then get back in the fight. Yes lots of hits not called but that just means they like getting shot so light em up. All in all, good game, thanks to all see ya next time.
Just because your breathing, doesn't mean that your alive,
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Postby Warchild74 » Sun Feb 05, 2012 9:31 am

I'm really not into s&m (no matter what the Jerk says) but I really did enjoy getting spanked for the last two thirds of the game. Everything Darius spoke to I'm in agreement with and saves me from a butt load of typing. Did we have a game plan? Yes we did. The first two hours we were accomplishing our objectives,communicating well (mad props to code789 and holding our positions and looking like we were pull this game off according to plan... Then the relentless assaults from a better organized enemy took there toll. People started playing in a passive deffensive posture and our control of the field slipped away. PHIZ needs to be awarded tough man of the year for carrying that damn dirty bomb up and down over and through only to take a shot to the pumpkin, great effort Man!!! Doomleige and crew great job, Sota awesome as always, SCAR love ya all, PLA, CAG , 808, Skunk and boys awesome aggresion and everyone who didn't quit even when the game became a route at the end everyone including the opposition appreciated the effort. Eudorus deserves props for his insight and toughness (dude looked like death but kept on trucking, and provided invaluable insight and support even when all seemed pointless). Excellent play APST!! Zerg, McNair thanks for your play and the added realism of sleep deprivation from camping next to ya!!! Awesome well thought out game, I would like to see injury cards used again but maybe take out the ccp and manage from the hospital. Lastly, leave it all the field, it's one thing to get torked when your hitting someone and ya hear owe... Shit that hurt, followed by return fire but bitching about it doesn't serve a purpose. There will always be issues some via poor sportsmanship others purely by accident it's the nature of the game. Thanks to everyone for an awesome time, I look like I got a very bad case of the chicken poxs and apologize in advance for grammar errors as this was typed via my mobile.
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Postby Warchild74 » Sun Feb 05, 2012 9:34 am

Code789 and Moockie...... Grammar error.... Mobile phone... These two tried to manage com kaos and the village
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Postby Matt » Sun Feb 05, 2012 9:57 am

Good game! Thanks for hosting. You guys have a very efficient registration process, it was nice to see everybody moving through the line quickly. I also dig the "team discount" rate. Good stuff.

I didn't mind the respawn wait and I enjoyed the use of casualty cards, what I didn't like was walking all the way back to the CCP. Considering we covered damn near the entire length of the field 6 times over - I was sick and tired of walking by the end of the day and ready to just give up rather than walk 1 more time back to that CCP.

I witnessed some people complaining about the wait time, I'd suggest you implement field medics. You call for a medic, show them your card, and have some wounds on those cards that allow you to get right back in battle after a field medic applies a bandage in the field. Have only the fatally wounded head back to a CCP and shorten that wait time by a little bit. Also have the option for a closer CCP you can capture or claim for your team. The reward, a shorter walk if you can capture it and hold it.

The pilot scenario was fun, I only wish we had been given some way to contact the pilots. Perhaps if they were allowed a comm check every 30 minutes to see if anybody is listening. Without any sort of contact, we would have to rely on physical evidence of a crash site, and there was none. I was also sad that enemies weren't around, but that seems to be the problem with SniperZden - SF type teams are out in the boonies doing missions with no opposition while everyone else plays speedball in the village. Maybe a staggered mission for the OPFOR that comes later, "we saw smoke near X coordinates, go check it out." Somehow the OPFOR needs to be directed to that area... Give the good guys a running start since they have farther to travel.

It was nice to see real objectives with real people and real props involved. Sector Control Posts in OPs don't really impress me much, considering the idea was born and tested here in Oregon at a free skirmish. The OP is where you pull out all the stops and make those objectives real. It's nice to see a team putting effort into making a realistic experience for the players. Keep it up, I'll be at your next one!
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Postby Hamster » Sun Feb 05, 2012 10:05 am

Rico wrote:I found a mostly full bag of .25 aonw polished bb's, if they are yours claim them, but they were not bio, so if you want them back you have to out yourself for being a dirty cheat!


Looks like PF needs to do ammo checks in the future.

On to my AAR:
Overall, in my point of view it was a great game. I never ran into much hacking at all, and we had some shits and giggles on the COS side from time to time.

The spawn system to me was super confusing. I didn't get used to it until later in the game. Dan's occasional screams of pain and agony from when I was around helped adding to teh lulz.

We couldn't find the arms dealer too, and Tim.

It was a great time overall, and I enjoyed it. Thanks PF and Chesty for hosting!
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