OP: Steel Talon - March 14 - 15th, 2009

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Postby rockettravis » Sun Mar 15, 2009 11:50 pm

Thanks for the bad a$$ time TOP! that was a fun one for sure.
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Postby rockettravis » Sun Mar 15, 2009 11:51 pm

sorry for the 2X post.
Last edited by rockettravis on Mon Mar 16, 2009 12:09 am, edited 1 time in total.
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thanks

Postby Swanson[1st-Cav] » Mon Mar 16, 2009 12:05 am

thanks for the great time it was awesome. The night game was a little bit of a let down for me because there was a lot of confusion between the teams, but the sunday game was amazing. thanks for all the fun, and good job to everyone especially everyone on Cartel
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Postby RebelPilot » Mon Mar 16, 2009 12:05 am

TOP wrote:Guys please give some comments on what needed to be improved upon.

Best moments... gotta say those pesky missile shots into the village, as soon as those pete's went off... y'all looked like little mice running out of the buildings.


Uh huh. Try coming back from the spawn point toward the action, and suddenly seeing a dozen or two of your teammates wildly bugging out in front of you and another dozen walking back with deadrags on... GAMEOVERMANWE'RESCREWED!

I think maybe there were too many people for the US/Brazil command structure, which was a great thing by the way. Civil war reenactors have made an art of it. But, the com was screwy and fireteam integrity was compromised by the sheer density of people on the field; with mostly-unlimited respawn, it was pretty much impossible to gain any ground (esp uphill) and so certain areas were just meatgrinders. Which is a blast, but, after ten minutes the squads and fireteams are hopelessly mixed up.

Plus, I didn't have enough ammo to ass-shoot the nettle-humping noobtards who puckered up in the brush while my demo guys had to advance ahead of them to get anywhere. Guys...you can respawn. ATTAAAAAACK!

Also, the US team was cornered to start with at the very beginning of every phase. Our team deployment was choked by a bridge, on the lowest ground, every assault past Khe Sahn or the village was up muddy hills, and because of the field density you were guaranteed to get hammered.

Assaults like that require that everybody in the company on an individual basis have the discipline and clarity of the organization itself. That can't really be expected in an open game. But, it was a nuclear f-ton of fun anyway.

Thanks for that!

-gatt
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Postby Voodoo Man » Mon Mar 16, 2009 12:07 am

Very good game, infact, games like this are why i play airsoft.
I had an awesome time with all the cartel guys being one of their medics in the later phases and throughout the whole thing just being awesome with my shotgun. The raffle prizes were out of this world and i never would have expected to see so much stuff be given away at one game.
This one goes into my top 5 splat action games easily.
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Postby Tyrant » Mon Mar 16, 2009 12:12 am

This one stood out from most of the games i've been to in a long time. Seeing that many admins walking the field made everything run really smoothly, and so little bullshit happened. That game got me excited for splat action games again and makes me have hope for future ones. Great job to all who had a hand in putting it on.
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Postby Rentax » Mon Mar 16, 2009 12:12 am

Junto wrote:That shit was so cash. A boatload of dead Brazilian and American pigs by my hand alone, and I only got shot once.

Sure, but your weren't yelling like you usually do... Hell I didn't even know you were on the field most of the game... :lol:

CBeran wrote:I have been told in the past if you don't have a dead rag and you get hit you yell hit! and put your gun on safety above your head and walk back to spawn. I don't know...Thats what I was told and it has worked for me so far.

Yeah this rule was made up for people who forgot to bring a death rag. Then suddenly it was like a trend of "forgetting" to bring a death rag and now it's common place... Today I wouldn't even hear people call hit, they'd just sort of turn and walk away maybe 3 to 4 feet and then stand there. I didn't know if I'd hit them or if they just got tired and walked away.

BRING BACK THE DEATH RAG! (Make it a rule if you have to, although I believe it's good sportsmanship to bring one) We are out there with litterally thousands of dollars of merchendise and gear, and people manage not to buy a $1 shop rag... I mean come one folks. Make it a rule not an exception. ((and I'm not Talking to APST here, I'm talking to you... the one without the death rag))
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Postby Jellum[1st-Cav] » Mon Mar 16, 2009 12:42 am

Awesome game you can bet your a$$ 1st Cav will be at the next one. GG US/Brazil. CARTEL FTW!
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Postby Fred » Mon Mar 16, 2009 1:18 am

I hope to get the photos up by tomorrow.
Amos, sorry for shooting you in the balls... again. :?

I'd say the worst part about today is the 2 people that got their teeth shot out. :( :( :( :( :( :( :cry: :cry: :cry: :cry:

The best part is it was a lot of "SUCK" in the weather.
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Postby wake.joe » Mon Mar 16, 2009 1:21 am

Thank you Cobol and CommonSnipe for keeping us warm in the foxhole. ;)
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Postby Fred » Mon Mar 16, 2009 2:28 am

1seth420 wrote:Got any idea when the pictures will be up
?



uh No!

Now you have to wait an extra 2 weeks for the photos!
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Postby Chefzilla » Mon Mar 16, 2009 6:39 am

This was a fantastic game. One of the funnest I've attended. My only complaint, and this seems to happen at all games, is the lack of fire and maneuver. Why must people all bunch up and sit behind logs and rocks? Flank positions. Put down suppressive fires and allow other squads to move up and take objectives. Please. Unless of course you're on the opposing team from me and then please stay bunched up in tight little groups.

Not really a complaint but the medic rules were a bit loose. I kept hitting the same person that was standing right next to a medic and kept getting tapped in a second after I hit them.

Either way this was a really fun game. Top you'll see me at the next one you host for sure.
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Postby TOP » Mon Mar 16, 2009 7:28 am

The Admins actually tried several times to help out the US side...

I think you guys could have taken Starlog during Phase I. Just needed some smoke between the logging road and the creek (huh Mobius :)

During phase II the primary objective was to locate and destroy the missile system... seemed like it wasn't too much of a concern until they got it up and running, and by that time it was too late. The Admins leaked information to the US on where the missile system was set up, and enemy strength at Rebel Camp. Towards the end the Admins even gave the US "grenades" that if it landed within 10 feet of the system, we would have destroyed it.

The "missile" attack on HH was a fubar on my end.. We had 1 pete left, it wasn't supposed to "kill" anyone....just go off.

Thanks for all the feedback... There are some great ideas on the medic rules... and I personally like the deathrag idea. I always carry mine and use it.

I really want to thank Matt and Wes for doing the video (and before anyone says anything... The video and photo guys didn't get paid to do this, their payment was in form of a raffle ticket..so Matt winning was actually great).

Also want to thank Ben (Fred), and Aaron for the photos... Thanks APST for helping put this on.

A big thanks for all the sponsors that donated items for the raffle. There were some pretty big $ items given away.
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Postby ogrejager » Mon Mar 16, 2009 8:03 am

TOP wrote:The Admins actually tried several times to help out the US side...

During phase II the primary objective was to locate and destroy the missile system... seemed like it wasn't too much of a concern until they got it up and running, and by that time it was too late. The Admins leaked information to the US on where the missile system was set up, and enemy strength at Rebel Camp. Towards the end the Admins even gave the US "grenades" that if it landed within 10 feet of the system, we would have destroyed it.


RebelPilot wrote:Also, the US team was cornered to start with at the very beginning of every phase. Our team deployment was choked by a bridge, on the lowest ground, every assault past Khe Sahn or the village was up muddy hills, and because of the field density you were guaranteed to get hammered.


I think RebelPilot summarized this well. We watched the missile system go by on its way to get deployed from the main village. Could we get past the village, up the hill, into 75+ cartel players? Nope. Up HH? We knew our objective, but it seemed we were limited in our available responses. Of course, at the beginning of phase II, it didn't help that many US Forces were still receiving briefings when the game started. Roundabout, then, for something constructive to avoid bad starts might be an admin on a radio that gives a 5 minute warning to each team?
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Postby TOP » Mon Mar 16, 2009 8:10 am

Yea that was one huge lesson learned for me... Phase I, I blew the horn (I was on the South end of the Village), the Cartel heard the horn but the US didn't. I saw the SF Team moving on HH and thought everything was good. That was until Wombat started asking when are we starting... I tried to reset everything but everyone was scattered by that time.

Next time we will have Admins in the Spawn giving game on calls. I actually had admins assigned to the spawn points, but they didn't show up... :(

Maybe having a 15 minute time period between rounds might be a good idea. I wanted to keep the game going because we had people who had a LONG drive home.
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