I’m starting to think I need to find some other things apart from airsoft to post about – my blog really does look like all I do is airsoft. However, I will be writing updates on the work I do, partially to assist with my handins at the end of the year but also to make me write something every week. I’ll put a copy up on here but it will go up first on my portfolio at http://hntdaab.co.uk/final-year-work-diary/
However the primary thing to talk about this week is the last airsoft trip on the 21st. This was the second official trip of the year and its the first time many of the new guys have played against public players. Luckily, Northern Airsoft Alliance is perhaps one of the best sites to play at thanks to a great set of marshalls combined with a wide variety of terrain from paintball obstacles to trenches to some CQB style fights in the central, bomb shed area. Overall, the day was really fun with the vast majority of players sticking to the rules, taking hits and playing the game properly. The only issues with most players is the usual lack of movement with them instead relaying on sitting back and dumping magazine after magazine.
The biggest issue is with a small group of players. As with most other airsoft games, there is always a small group who come along with only one aim – not to play the game but just to win even if it means ignoring the rules. You can probably spot them in the safe zone at every game – DDPM/Multicam/ACU camo, covered in vests and pouches and wielding M4s covered in all the latest gear. Now, not everyone who wears this combination is a horrible, horrible cheater – one of our guys at Teesside wears full multicam and wields a Masada while at the same time putting the manoeuvre in fire and manoeuvre . However, more often then not the gents who have put vast sums of money into their kit turns them into invincible super soldiers in their head. They will avoid hits, disobey safety rules such as fire mode limits and pyro usage and generally set the worst example to new players. Which is a real shame, as due to Teesside’s large number of players at an open day, we normally end up taking up an entire side leaving any newer players stuck with the inevitable group of cheaters.
This has led me to decide that in future Teesside will split itself in half if we turn up to the site and fill an entire team. The effect of this is two fold – first, we know each team will have a selection of players that don’t just sit back and shoot from out of range and secondly, any new players (of which there are quite a few at NAA) get to have a group of people who can show them a different way to play.
The other issue I have with NAA at the moment ties into the issue with some less than reputable players and focuses on a recent addition to the site – The Dark Room (you can see the side of it below as we stack up on it.)
Up until recently the bunkers within the bomb shed area at NAA were primarily ignored – this was due to multiple reasons such as their lack of cover on the inside, the single entrances prevent escape in the event of a mass attack and how cut off they were from each other requiring either a climb over the banking around them or risking the alleyways which are always covered in enemy fire.
NAA have done a lot to solve this problem
- Cut through sections at the cross sections of the banking allowing players to move across the spine without either revealing themselves to enemy fire or having to climb up muddy banks.
- Cutting holes through the walls of the bunkers to allow multiple entrances – takes a long time but allows players to move from bunker to bunker without having to double back on themselves and preventing players being able to hold a room until pyro (grenades to you and me) is applied.
- Adding hard cover to some open bunkers – this means players sat on the banking are not able to clear out 90% of a bunker by just shooting in
- Create a darkened CQB focused rooms with two doorways and hard cover within
Now this last point is the sticking point – as one of the marshalls at NAA put it, CQB is two step away from a fight at all times. The room is a really exciting thing – its a moment of no return as you round those doors into the ink blackness that under the correct circumstances can be equivalent to a door breach in Call of Duty.
The problem is when players with in the room ignore the rules of the game such as not taking hits or ignoring grenade blasts. This can lead to the attackers becoming exceedingly annoyed especially when meatshield tactics, which normally work wonders with two entry points, don’t work. On the weekend multiple players on our team effectively threw threw the dummy out of the pram and stopped playing.
In order to fix this, a marshall or a CCTV set up needs to be inside the bunker at all times when it is being used as a a focus point for an objective. This then allows them to call out players when grenades or assaults go in while at the same time providing proof to the more irritating players that they are actually dead. It also allows NAA to record some great footage of CQB breaching sequences if they go the CCTV route. No matter what happens, I’m really interested to see how they intend to prevent the building from being the sticking point it currently is.
I normally include a gun write up and this time is no different;
- Thompson – Once again proving its use as the best AEG I have open – reliable, dependable and able to match range with most people’s tuned up guns. I tried duct taping the mags together this time and it worked pretty good. It speeds up relaod times but makes it impossible to lie down
- KWA Mk23 – Still loving this pistol. Solid weight, nice blowback kick and frightening range even in winter. Compared the SIG, I used this in most of the rounds of airsoft I used the M79 as the sidearm thanks to its usefulness. I now have a silencer for it as well but I need to remove the barrel extender which is a little to heavy for the free floating barrel of the Mk23.
- M79 – To be honest, I had the most fun on the weekend while using my M79. I’ve previously been put off using it thanks to the pain of having to reload the shells. I decdided to put in the effort this weekend and loaded most of my ten shells up to the brim. And then proceeded to have a ball. The blooper is a weapon of great potential usefulness, tempered only slighltly by the skill required to use it – along with the realisation that it has nowhere near the range you want. I managed to get a good few kills with it (one where I hadn’t actually loaded the shell).
Overall, I had a fun time – its just a shame about a few people ruining it. Expect some more posts soon either here or on my work diary. I will be putting summary posts up here once in a while.