Cyclops wrote:No one likes being taken from behind.
I know many girls (and guys for that matter) who would disagree.
Cyclops wrote:I remember one game where there was like 3 guys going way out in the orchard. The young guys on our side decided to go after them. So there was like 20 of them that decided to go after them. Not smart move guys and a waste of time.
Sounds to me like those younger guys needed a lesson in threat assessment and appropriate tactical response. I will agree that at a standard airsoft event you see this kind of problem all the time. However, this is a MilSim event, which means the leaders of your fire teams should keep their men in check and wait for orders from their unit leader, and on up the line. A Milsim event is a great time to teach younger players these types of tactics and gameplay, and help them understand there is a bigger picture and needs to be kept in mind even if they can't see it from where they are on the field.
Cyclops wrote:You want to flank someone do it right and on the playing field.
I didn't know that there was a wrong way of flanking. Successful and unsuccessful yes, but wrong.?.
As for flanking "on the play field" The orchards make up between 30% to 40% of this AO. Limiting the usage of these areas dramatically changes the playability of the field and creates bottlenecks that can be held by a handful of players at several key spots on the field. Opening the orchards up forces players to learn situational awareness, and creates a greater possibility of a threat coming from an unexpected direction therefore the need for 360 degree security becomes important, from the top down, which in my opinion is yet another thing we need to be teaching to new players.
(Besides which is we set a limit to how far into the orchard a person can go then we'll get into arguments over whether he was too far in and out of play so his shots don't count and that can be just as messy)
Anecdote:
Several years ago I admined a SOTA event out at Sniperzden. The unit I was admining was a 12 man SF unit, they were on the far end of the field and moved into one of the orchard to assess the situation in front of them before moving pushing forward. The enemy at the top of the hill in front of them were completely unaware of their presence, because they didn't think anyone would be behind them and their situational awareness had become laxed. The unit I was with was about to move up and take out the enemy when a second 12 man SF unit took out the men and quickly came over the hill in force. I watched as the opposing SF unit called "on line" and moved into the treeline straight at the unit I was admining. 6 men pushed straight in as 6 flanked right and then enveloped to wipe out the entire unit I was with. They took only 2 or 3 casualties themselves. It was as close to textbook as I have seen on the airsoft field, beautifully manouvered, and executed 100% in the orchard.
Keep in mind Milsim events are for players looking for something beyond a typical airsoft event. I expect players at a Milsim event to know about the basics, calling their hits, dead man don't talk, walk all the way back to respawn, etc. I don't disagree that these are problems we face in airsoft, but I see these problems out of new players, the first person shooter elite players, and the bad habit hacker type players. Moving into a Milsim style of play, where you have a unit of guys depending on you and that unit is tasked with a job, and that job might deny the enemy the points he needs to win the event, THIS style of game play, this level of dependency upon others to do their jobs and make sure you are doing yours, these problems are the problems I worrying about when I hit the field on game day. The rest of that shit will fall in place because if I hear my dead men talking I will tell them to shut it and if I see my guys not calling their hit's I'll call it for them, because that is what teammates are for.
When at a Milsim style event I expect not only more from the players, but also more from my event host. I hope there are a sufficient number of admins to help solve problems as they arise. Rick usually relies on player admins and only 1 or 2 actual admins. I hope to see more than that out there because it sounds like he's adding some new things and new things means more stuff to go wrong.
Friendly Fire, friendly fire... this always comes up and this is always an issue, but there is really only 1 reason for it, not identifying your targets. Target identification, target identification, target identification. If you can't guarantee the person is a target, then they are not a target. Does this mean that the other person might be an enemy? Yes, but without proper identification they are NOT a target.
End of argument. As for not calling your hits because you got friendly fired earlier, don't punish the other team because your teammates are incompetent at target identification. Punish your team by calling yourself out and heading back to spawn and when they lose that objective point say we would have had it, but blue one blue fire caused that loss. It'll make them look bad and make you look sympathetic to the media. Oh wait this event doesn't have media coverage because it's a game, stop cheating or go home.
This event should be fun, unless I'm mistaken, it's one of Rick's first real "Milsim" events and I hope it goes off without a hitch because I'd like to see more of this kind of thing from Rick. I think the Milsim style of game play is something that many players shy away from because they find it intimidating, or it's not the FPS game style that they want it to be, but I think Rick is trying to make Milsim accessible to a larger range of player and giving players a base to jump off from without killing the bank. This is a good place to learn about Milsim, and to teach newer players the skills they need to advance in both airsoft and milsim alike. I don't disagree with most of what Cyclopses has said here (except the orchard part) I just think that when you step into a more Milsim style of game play your accepting the responsibility of being on a larger team, and accepting that your actions effect that team. Whether that means learning a new style of play, doing jobs you find boring, or just playing fair and calling your hits it all has a positive effect for your team, and in turn a positive effect on the overall game.