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'THE MALL' TRIP, UK - SAT NOV 6TH 2010

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  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    se conman wrote: »
    Announcing a grenade will cause problems.
    Announce it too early and the enemy have time to evac or take cover.
    Announce it too late and there is no point and there will be complaints.
    Just toss it in and wait for the bang.IMHO.
    The other rules sound good.

    Good points mate...
    Sounds like my love life... "Just toss it in and wait for the bang" :eek:
    • No announcing of grenades


  • Closed Accounts Posts: 153 ✭✭markomongo


    Having two different rules for the grenades may cause confusion and disrupt game play. It may also limit people on a budget to obtaining just flashbangs. Although I think it would make for some interesting room clearing and personally wouldnt mind.

    I would like to see a limit on grenades carried per life too so you dont get 'rambo' characters running around with 50 grenades chucking them in front of them every 10 steps... may take away from the overall game experience IMO.


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    Hits in general...

    Was thinking that when you are hit you...
    • Shout HIT!!!!!!
    • Hit the deck
    • Stay there for 2 minutes
    • If you are not Medic'd you go to Regen
    • If you are Medic'd you are ready to rock and roll again
      • You can only be medic'd once
      • You can't be medic'd after a frag grenade
    The idea i have behind the 2 minute 'bleedout' is that because of the nature of the site with so many means of approach from one place to another i wouldn't like a defending team to know where the attack is coming from because of all the dead guys walking back from that side. I think the 2 minutes would give a swift attacking team the appropriate advantage.

    Any thoughts?


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    markomongo wrote: »
    Having two different rules for the grenades may cause confusion and disrupt game play. It may also limit people on a budget to obtaining just flashbangs. Although I think it would make for some interesting room clearing and personally wouldnt mind.

    I would like to see a limit on grenades carried per life too so you dont get 'rambo' characters running around with 50 grenades chucking them in front of them every 10 steps... may take away from the overall game experience IMO.

    Good points...
    • 6 Pyros at one time
    The thermos and the thunderflashes do indeed have only one bang each and may be a bit too similar. Anyone have an idea of how to differentiate between 'Bang - Room Clearance' and 'Bang - you are dead son'?


  • Registered Users Posts: 981 ✭✭✭se conman


    If you can still hear after the bang then it was a stun nade , if all you hear is a ringing in your ears , then you are dead.SIMPLES. LOL


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  • Registered Users Posts: 471 ✭✭roryk1


    since theres no way to tell apart just stick to one type


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    roryk1 wrote: »
    since theres no way to tell apart just stick to one type

    Hmmm,

    So, there's a room, you throw in a thunderflash or a thermobaric, it goes bang, everyone in there is down for 2 minutes, you can capture anyone on the deck or execute them (Safely)

    In the open spaces/big rooms they all act as frags


  • Registered Users Posts: 6,725 ✭✭✭Evade


    se conman wrote: »
    If you can still hear after the bang then it was a stun nade , if all you hear is a ringing in your ears , then you are dead.SIMPLES. LOL
    In other words partially deaf = totally dead.


  • Registered Users Posts: 14,148 ✭✭✭✭Lemming


    TNTQ wrote: »
    Hmmm,

    So, there's a room, you throw in a thunderflash or a thermobaric, it goes bang, everyone in there is down for 2 minutes, you can capture anyone on the deck or execute them (Safely)

    In the open spaces/big rooms they all act as frags

    Or, in open spaces, anybody within 5 meters is stunned. Like a stun grenade :p

    Keep it simple and stick to one sort of effect. The problem is; what constitutes an "open area" will rapidly become an argument for someone on the day.


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    Lemming wrote: »
    Or, in open spaces, anybody within 5 meters is stunned. Like a stun grenade :p

    Keep it simple and stick to one sort of effect. The problem is; what constitutes an "open area" will rapidly become an argument for someone on the day.

    Just keep it simple. The simple the better. Over past two trips grenade rules were simple:

    1. You are in the room grenade explodes you are dead.
    2. Hard cover protect from explosion.
    3. Kill radius in open space and coridors was between 3-5 meters if remember correctly.
    4. There was very big rooms which could be concdered as open spaces - comon sense is enough in that situation:)

    I would insist on sticking with "On site" rules for granades, was ok for past two trips, never was a problem with it. In addition, there are train profesional marshals on site to police rules and solve all disputes (which I doubt will occure).

    Also take in concideration, there will be players with us that never have used pyros in their live.

    Mike,


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  • Registered Users Posts: 154 ✭✭Locdown


    I'm liking the bleed out rule,if you are bleeding out a medic must apply a white bandage or arm band to the casulty and only one medic revive, per person per senario, providing that fits in with the days game plan......


  • Closed Accounts Posts: 92 ✭✭skoolboi


    ego.emlyn wrote: »
    i a bit straped for monies so does anyone want to split a box of fifty thunderflashes
    I'll go half with ya,
    I'll sort it out when I'm talking to ya next time ok?


  • Registered Users Posts: 14,148 ✭✭✭✭Lemming


    TNTQ wrote: »
    Also take in concideration, there will be players with us that never have used pyros in their live.

    Wouldn't be too concerned about that. They won't be inexperienced for long ;)


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    Inquiring about prices for Ball 'pull pin' grenades and Multibangs - should have an answer in day or 2


  • Registered Users Posts: 154 ✭✭Locdown


    TNTQ wrote: »
    Inquiring about prices for Ball 'pull pin' grenades and Multibangs - should have an answer in day or 2
    oooooohhhhhh......:D:D:D:D:D


  • Registered Users Posts: 312 ✭✭paddycam


    TNTQ wrote: »
    Hmmm,

    So, there's a room, you throw in a thunderflash or a thermobaric, it goes bang, everyone in there is down for 2 minutes, you can capture anyone on the deck or execute them (Safely)

    In the open spaces/big rooms they all act as frags

    Dont you think 2 minutes is a little long,Mabye everyone acts "stunted" so they have to hold there hands over there heads for 15 seconds giving time for whoever is clearing the room to come in and shoot/bang kill.


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    paddycam wrote: »
    Dont you think 2 minutes is a little long,Mabye everyone acts "stunted" so they have to hold there hands over there heads for 15 seconds giving time for whoever is clearing the room to come in and shoot/bang kill.

    The 2 minutes is for all hits, bb or grenade. The difference with grenade 'hits' is that the attacker can capture those 'hit' by the grenade.


  • Registered Users Posts: 37 ego.emlyn


    yeah all right i splt with ya skoolboi
    :D


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    TNTQ wrote: »
    Has Graham not told ye that ye are all wearing PVC 'Gimp' suits this time ? :D

    If only section 8 members looked so good...

    63292447386561344723076.jpg


  • Registered Users Posts: 199 ✭✭Toherinator


    keep the rules as simple as you can grenade gose off in a small room you dead unless you can find hard cover, open room 3-5 meter kill radius. it ataucally quite hard to get a kill with the grenades cause there is so many places to go when one comes at you. there great when you want to hop across a doorway eg. throw it emeny has to run from it give you an opportunity to move.


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  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    Ok,

    Please find below the list I have for those going - numbering 71 :D

    Charlie Kavanagh
    Michal Okrajek
    Dawid Strzalkowski
    Dean Long
    Michael Cleary
    Mick O Hanlon
    Emlyn Farrell
    Alan Wilshire
    Michael O Connel
    Leigh Cheevers
    James Greene
    Tom Begley
    Keith Naylor
    Sean Elliot
    Niall Toher
    Barry McNamee
    David Lynch
    Terry Lynch
    Robert Casserly
    James Griffin
    Rachael Whiteford
    Stephane Ambrose
    Sean Bolger
    Paddy Carroll
    Leslie Jones
    Michael Breen
    Graham Keys
    Adrian Breen
    Dave Shannon
    Pierce Bowen
    Chris Walsh
    Joe Turner
    Stephen Bird
    Adrian Tennant
    Dean McGrath
    Daniel Monaghan
    Keith Barron
    Simon Madigan
    Kenneth Tormey
    Jakob Job
    Patrick Beaufils
    Killian Saunders
    Damian Dobbyn
    Aaron O Flaherty
    Sean Fox
    Neil Dobbyn
    Dave Dagger
    Keith Richardson
    Paul Richardson
    Steve Maguire
    Jaime Richarson
    John Coyne
    Alan Ealmes
    Rory Kennedy
    Dave Ryan
    Mark Dooner
    Colin Brierton
    Paddy Campbell
    Sean Cahill
    Daniel Dobbyn
    Peter Redmond
    Eric Mooney
    Ashley Allen
    Robert Bradley
    Mark Sheridan
    Gary Farrell
    JB Connolly
    Steve O Donoghue
    Paul Holdstock
    Dave Milner
    Dave Connor


  • Registered Users Posts: 97 ✭✭PEP_C


    Just a quick question....are we deciding on the rules for hits, medic rules and bleed out times?....or are the marshalls on the site making the scenario and giving us rules that they themselves have built into the scenario?


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    PEP_C wrote: »
    Just a quick question....are we deciding on the rules for hits, medic rules and bleed out times?....or are the marshalls on the site making the scenario and giving us rules that they themselves have built into the scenario?

    We have the place privatley booked for the day. It will be our scenario and our rules for the day. Obviously the site have rules which will be adhered to during the day but they will take suggestions from ourselves with regard to pyro effectiveness, post-hit behaviour, etc.

    Object of asking the questions is to get guys thoughts...

    Dont panic if you think we are making it up as we go along. This is my 3rd time organising a MALL trip an Damian is involved in one off the best run sites in Ireland.


  • Registered Users Posts: 97 ✭✭PEP_C


    Ahhh kewlio...you will need to get death rags made up for the dead and dying perhaps? A white sock over the end of a gun barrel means the player is out of action?

    Death rags cut down on mistaken overkills.

    Also, regarding the keeping it simple as possible, no capturing of the opposition unless its vital for the scenario...nothing worse than 30 players from one side being captured and the scenario is over before it even gets started. You end up with one team wondering why they have to let everyone go after their tactical brilliance and the other team bitterly complaining that the teams are unfair.


  • Registered Users Posts: 2,207 ✭✭✭MindPhuck


    just wondering has the official loadouts been decided on yet? whos on what side, wearing what, etc?


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    MindPhuck wrote: »
    just wondering has the official loadouts been decided on yet? whos on what side, wearing what, etc?

    Was waiting on the total no. to be finalized before going about it mate.

    The general idea is 3 teams....

    1. DEA/ATF/FBI (not decided yet)
      • This team consists of Section 8 team members
      • The boys have 20 members going
      • They will be wearing TIGER STRIPE uniforms
      • TEAM FULL
    2. Private Military Contactors (not decided yet)
      • This team will be run by me
      • This team consists of TNT team members and our customers
      • They will be wearing predominantly BLACK/DARK uniforms
      • I think that of the list, 19 are on this team as of now
      • If there were 4 more players who have and want to play in a BLACK/DARKload-out, I would put them on this team. Can those who want to be on this team, please contact me.
    3. Terrorists/Sect/ (not decided yet)
      • This team will be run by Damian Dobbyn
      • This team consists of RED BARN regulars and others
      • They will be wearing TAN / LIGHT uniforms
      • I'm not 100% on the numbers of this team. Can those who want to be on this team, please contact Damian.


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    OK, team allocations so far...

    Let me know if this needs changing...

    Charlie Kavanagh - Black/Dark
    Michal Okrajek - Black/Dark
    Dawid Strzalkowski - Black/Dark
    Dean Long - Black/Dark
    Michael Cleary - Black/Dark
    Mick O Hanlon - Black/Dark
    Emlyn Farrell - Black/Dark
    Alan Wilshire - Black/Dark
    Michael O Connel - Black/Dark
    James Greene - Black/Dark
    Tom Begley - Black/Dark
    Sean Elliot - Black/Dark
    David Lynch - Black/Dark
    Terry Lynch - Black/Dark
    Leslie Jones - Black/Dark
    Ashley Allen - Black/Dark
    Mark Sheridan - Black/Dark
    Gary Farrell - Black/Dark
    JB Connolly - Black/Dark
    Steve O Donoghue - Black/Dark
    Paul Holdstock - Black/Dark

    Leigh Cheevers - Tiger Stripe
    Keith Naylor - Tiger Stripe
    Sean Bolger - Tiger Stripe
    Michael Breen - Tiger Stripe
    Graham Keys - Tiger Stripe
    Adrian Breen - Tiger Stripe
    Dave Shannon - Tiger Stripe
    Pierce Bowen - Tiger Stripe
    Chris Walsh - Tiger Stripe
    Joe Turner - Tiger Stripe
    Stephen Bird - Tiger Stripe
    Adrian Tennant - Tiger Stripe
    Dean McGrath - Tiger Stripe
    Daniel Monaghan - Tiger Stripe
    Keith Barron - Tiger Stripe
    Simon Madigan - Tiger Stripe
    Kenneth Tormey - Tiger Stripe
    Jakob Job - Tiger Stripe
    Patrick Beaufils - Tiger Stripe
    Killian Saunders - Tiger Stripe
    Robert Bradley - Tiger Stripe


    Damian Dobbyn - Tan/Light
    Aaron O Flaherty - Tan/Light
    Sean Fox - Tan/Light
    Neil Dobbyn - Tan/Light
    Dave Dagger - Tan/Light
    Keith Richardson - Tan/Light
    Paul Richardson - Tan/Light
    Steve Maguire - Tan/Light
    Jaime Richarson - Tan/Light
    John Coyne - Tan/Light
    Alan Ealmes - Tan/Light
    Rory Kennedy - Tan/Light
    Dave Ryan - Tan/Light
    Mark Dooner - Tan/Light
    Colin Brierton - Tan/Light
    Paddy Campbell - Tan/Light
    Sean Cahill - Tan/Light
    Daniel Dobbyn - Tan/Light
    Peter Redmond - Tan/Light

    Eric Mooney - Unaffiliated
    Niall Toher - Unaffiliated
    Barry McNamee - Unaffiliated
    Robert Casserly - Unaffiliated
    James Griffin - Unaffiliated
    Rachael Whiteford - Unaffiliated
    Stephane Ambrose - Unaffiliated
    Paddy Carroll - Unaffiliated
    Dave Milner - Unaffiliated
    Dave Connor - Unaffiliated


  • Registered Users Posts: 37 ego.emlyn


    lads is marpat classes as light or dark, just wondering so if i need to go camo shopping


  • Closed Accounts Posts: 1,968 ✭✭✭TNTQ


    ego.emlyn wrote: »
    lads is marpat classes as light or dark, just wondering so if i need to go camo shopping

    Marpat is a bit woodland to be honest mate

    Generally we don't want anyone going to any great cost getting themselves a whole new load-out (although some lads will undoubtedly jump at the chance)

    Perfect BLACK TEAM load-outs would be like below...

    Chilean-Special-Forces.jpg
    • Black Hat / Helmet
    • Black Top / Jacket
    • Nobody needs to go buying a new black vest for the day
    • If you have a Black Vest, wear it
    • You cant see the trousers in the pic but BLACK, ACU, METRO, or OD would be perfect
    Common sense is the order of the day ;)


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  • Registered Users Posts: 981 ✭✭✭se conman


    Common sense is not very common.LOL


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