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Post by northernhurricane7 on Oct 1, 2013 14:31:14 GMT -5
I think that it would be beneficial to put an access door or hole in the North wall on the Northeast corner of the building, so that people can go North when fire is coming from the middle (from the west/Northwest) of the field. People can really get pinched in there trying to get out, and oftentimes we don't make it more than 15 feet when that door is surrounded from the Garage and Hospital. The only cons I see are labor and structural integrity, which could possibly be dealt with.
Thoughts?
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Post by Chubbs on Oct 1, 2013 16:49:36 GMT -5
Not trying to sound like a jerk but no.... Sometimes people get trapped, that's when you start to strategize with your team instead of bum rush like morons out the door. Also flanking, try that sometime.
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Post by Sham on Oct 1, 2013 18:34:28 GMT -5
Thank you Based Chubbs. Fire and Maneuver is the key, to getting around situations like that.
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Post by northernhurricane7 on Oct 1, 2013 20:31:32 GMT -5
Not trying to sound like a jerk but no.... Sometimes people get trapped, that's when you start to strategize with your team instead of bum rush like morons out the door. Also flanking, try that sometime. Not trying to sound like a jerk, but the last time I came up, it was near impossible to strategize with my team. If you're referring to the team as a group of guys who regularly plays together, I typically just come up on my own with a couple friends, as do most of the other people who play. It's not like most of the players there seem to practice how they play the game with each other as a team. Trying to describe about what to do and where to fire to random and/or new players is really hard and frustrating sometimes. Some of us are just new, and others don't like to listen, at least in my experience. Let's get back on topic to the pros/cons of putting a hole in the wall instead of using correct team tactics, since most of the time I've been at the Airhouse, there's typically not more than 20% of the people there who seem to think about dissecting "tactical situations" with their team (as in team, I mean both the entire Red or Yellow team, and a player's set team outside of the Airhouse). Let's answer the question of,"How could this idea either improve or hamper game play?"
The whole purpose of this idea isn't to stress tactical thinking ability/teamwork, it's to see if we could make game play more fun for everybody. If you're not having fun playing airsoft, you probably shouldn't be playing. While part of that is a personal attitude issue, the hardware of the game (whether it be personal gear or the field itself) can greatly affect the frustration or fun levels of the players. All I'm trying to do is put an idea out there that could benefit the general player base by making the field a little more porous for movement.
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Post by Salem on Oct 1, 2013 21:08:43 GMT -5
As long as you arent scared of getting hit just rush. Theres no reason to put another entrance/exit just because youve been pinned once. Ive been pinned inside alot, just get used to it and adapt. Theres absolutely no reason to change because one group got pinned.
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Post by Shadsquatch on Oct 1, 2013 21:23:56 GMT -5
Not trying to take sides here, so I will try to stay neutral. There is an advantage to putting in another access point to the outdoors. This come in well on days there are a huge amount of people. I know it will create some options for moving when you have 90 people all trying to occupy the field. Compared to the alternative, opening up the second story, It's much cheaper. The big question is whether or not it will resolve the problem. Good players will still find ways to cut off all three access points and will still block off the field. My personal opinion ( and before you attack me, remember everyone has an opinion and is entitled to it, and you are entitled to disagree, there is no right and wrong here) My opinion is to move the spawns closer to the exit points. By moving them and adding a third door it will help to relieve some of the congestion of moving around the field, as players will have more cover and multiple options available to them for getting out of he spawn and flanking the other team.
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Post by Spaz {Clanless} on Oct 1, 2013 21:26:55 GMT -5
I see no problem with how the Airhouse is set up currently. I roll solo 90% of the time I play and have had little trouble finding ways to get outside. There are times in which the outside is covered entirely by the opposing team but I have rallied my team (red/yellow) many times to push outside for counter attacks and flanking maneuvers from the opposite door to take a win. especially in games that you have infinite lives.
I believe at least half of my videos illustrate my point.
If everything was easy it wouldn't be fun, but I do see your concern.
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Post by Kir (3.14) on Oct 2, 2013 17:18:57 GMT -5
There's no need to change a field because a certain spot is difficult when your side has made poor choices to get you into a bad situation. That logic will only lead to more of this down the road. You get one thing in the wall, and then you'll want another because something else comes up and makes play difficult. Worst case worse you lose, respawn, and try again.
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Post by Chubbs on Oct 3, 2013 14:05:59 GMT -5
There's no need to change a field because a certain spot is difficult when your side has made poor choices to get you into a bad situation. That logic will only lead to more of this down the road. You get one thing in the wall, and then you'll want another because something else comes up and makes play difficult. Worst case worse you lose, respawn, and try again. I honestly think that is the best post in this whole thread...... One modification leads to another, that mod leads to one more and so on and so forth. EVERY cqb arena in the nation has choke points, and spots that can make it hard to maneuver around the field. Without these points you'd have a wide open warehouse.... Yes it can be hard trying to strategize at times but someone needs stop and take charge. I understand that there are many young players. BUT there are also many older and experienced players as well. All it takes is one squad of guys to regain a nice chunk of the field.
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Post by northernhurricane7 on Oct 4, 2013 12:00:38 GMT -5
There's no need to change a field because a certain spot is difficult when your side has made poor choices to get you into a bad situation. That logic will only lead to more of this down the road. You get one thing in the wall, and then you'll want another because something else comes up and makes play difficult. Worst case worse you lose, respawn, and try again. I pretty much agree with you, actually. "Bad" situations will always occur in airsoft, and only good shooting and maneuvering, as guided by a good mind, can get you out. I appreciate the input about this idea! One other thought I had about opening a gap there would that it would allow fire from the building to go directly North, behind the East side of the Tower. This could put that section of the field into more use. The West side loading bay door is a good example of how this could open up the far edge of the field; I have noticed that while the West edge of the outdoor field is used a lot, the far East side isn't. I think this is in part due to the fact that you can fire/have access to that part of the field directly from the building. From a space management point of view, this has the potential to spread the players out a little more. Any thoughts?
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Post by Phat on Oct 10, 2013 1:36:53 GMT -5
Just so you guys know. Kalamazoo Airsoft does not own the building. Any ideas or plans for structural changes to the building has to be talked over with the owner. Honestly I'm hoping Loony and Infidel look into a new building.
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