Post by wallace on Mar 16, 2010 17:12:59 GMT -5
Topic: 2 New Tank Questions since Hamburger (Read 59 times)
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2 New Tank Questions since Hamburger
« Thread Started Today at 8:35am »
As I was informed that any games from here on out will require the main gun to be a LAW (and still allow paintguns as secondary weapons), I want to ensure what's in the GSRP is still correct:
Paintguns inside of Tanks are allowed a FPS of up to 250fps.
Also, at Hamburger Hill there was an epic elimination of the SoVa PUG as Waldo was piloting it on the spools field, I'm sure most remember hearing about the "bunkering of the PUG".
As awesome as that was (I witnessed it), I'm curious how one bunkers a tank exactly, without violating the safety barrier?
From where I was, about 50' to the rear/side of the PUG, I saw a player bunker-slide on the tapeline (where the PUG was, about 10' behind a spool on the tapeline), next to the spool and toward the tank.
I'm not sure if a rocket hit the tank or the spool (if it hit the spool, the tank wouldn't be eliminated, GSRP requires a direct hit), I didn't see the actual 'elimination' but what I did see was the player stand up next to the PUG after the slide.
So, kinda curious about this since.. he advanced into the tank. Not that I'm implying he meant to slide that far, I'm just voicing what I witnessed.
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Re: 2 New Tank Questions since Hamburger
« Reply #1 Today at 10:36am »
The rules state that the Tank Must have a main gun, and redirects you above for more information on the Main Gun. It says that the tank Must have a Main Gun that shoots at a MAX 230 FPS. With that said it does not Specify that this must be a Law Launcher, just that it cannot shoot over 230 FPS. In theory that would mean that your main gun could be a marker but, that it would have to shoot under 230 FPS or, you could have a "Fake" main gun that does not fire, and the non firing main gun would not exceed the 230 FPS limit.
(That would be what I take from the rules any way I could be wrong.)
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Re: 2 New Tank Questions since Hamburger
« Reply #2 Today at 11:02am »
In reference to the main gun for a tank Kouza has for the most part hit it dead on. A tank needs to have a designated main gun and the main gun may shoot no more than 230 FPS. To give a heads up there are plans to amend that the designated main gun must be a functional LAW launcher.
As for the "PUG bunker" if it was witnessed by a referee the player acting as the aggressor would have been pulled. True a direct hit is needed to eliminate a PUG but with the way the rules are now it is possible for a tank or PUG to use a bunker as cover. If a tank or PUG is in fact effectively using a bunker as cover and within 10ft of it i would fall back onto the rule that those who are actively using the bunker and within 10ft of it would be elminated.
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Re: 2 New Tank Questions since Hamburger
« Reply #3 Today at 11:31am »
Kouza, yeah with a paintgun as the main gun it would have to be under 230--any "main gun" is limited to 230. I made sure my marker was under 230 that day (I set it to 200, the most I ever saw it spike on my first shot was 228) as I knew I'd be using it in the PUG and just wanted to be safe (regulators spike sometimes, better safe than sorry).
William, I don't know if a ref witnessed it or not, Waldo erred on the safe side of things and went ahead and called himself out, so I'm presuming it was a direct rocket hit as he couldn't have known if it hit a bunker. Aside from that, the only other thing I know is I saw the demo player stand up near the tank (within arm's reach).
It's not a huge deal being a PUG, but the safety limit still needs to be maintained for all fairness, even though the PUG won't run over someone and hurt them (unless I fall over like at Hamburger Hill haha). That's why I waited until after the game to mention it, kept the game going smoothly and everyone was having fun.
I would, politely and professionally of course, argue against calling a tank out if near a bunker and a rocket hits it--even if I didn't have a PUG--for a few reasons. It's extremely unfair to the tank, it's going to cause more clashing/confusion on field, which in turn will cause more players yelling at/for refs, and with a field as well-layed-out with bunkers as SplatBrothers, it adds crippling points to the tank.
Case in point, I could literally stand in the village and knock the Social Hazard tank out before it even makes it around the SplatHouse.
Or, hit a bunker next to the tank or hit the tank from a distance--allowing me more targets (some potentially easier to hit than the tank)--just because the tank is near the bunker. A good example of this would be the tank on the road near Fort Poyer. It can't help but be within 10' of all of the bunkers (the halfpipes, tires, etc). I wouldn't even have to aim, I could just point and click and by "bunker" rule, the tank would be out.
A real-life example of this would be near the end of Bastogne, when the SH tank was parked just on the other side of the big half-pipe. I came tank-hunting from the top of the ravine. I had no shot on it due to the half-pipe, so I had to work my way through the woods. Kouza saw me, and we got into this epic, forever-memorable, fight for our "lives". He tried gunning me down, I was diving between trees. I eventually took a diving shot at the tank, around the half-pipe. It was awesome.
All of that would end up being tossed out the window with me standing atop the Ravine, hitting the half-pipe, and keep on going. That really diminishes gameplay and the fun factor of a tank. It also goes against GSRP ruling, which allows for Tanks to be near bunkers and structures but not within 20' other vehicles or players.
Finally, it would cause some consternation on the field amidst players. Why? Because you'll get the demo guy who said, he hit the bunker, the tank should be out. The tank had no idea the bunker was hit, and is raking the demo player and his friends with paintballs. Finally, a ref is either going to call both out or say the shot didn't count.
While tailoring some rules to make sure gameplay is fun for everyone, and safe, I don't feel allowing vehicles to be knocked out near a bunker would do anything other than lessen gameplay. It's already easy-enough to hit a tank which has spent several minutes slowly, safely, working its way through the roads, but to give it chokeholds at every point just seems a bit much.
This is my humble opinion, not representative of anything official from my team. I just wanted to share my ideas on it.
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2 New Tank Questions since Hamburger
« Thread Started Today at 8:35am »
As I was informed that any games from here on out will require the main gun to be a LAW (and still allow paintguns as secondary weapons), I want to ensure what's in the GSRP is still correct:
Paintguns inside of Tanks are allowed a FPS of up to 250fps.
Also, at Hamburger Hill there was an epic elimination of the SoVa PUG as Waldo was piloting it on the spools field, I'm sure most remember hearing about the "bunkering of the PUG".
As awesome as that was (I witnessed it), I'm curious how one bunkers a tank exactly, without violating the safety barrier?
From where I was, about 50' to the rear/side of the PUG, I saw a player bunker-slide on the tapeline (where the PUG was, about 10' behind a spool on the tapeline), next to the spool and toward the tank.
I'm not sure if a rocket hit the tank or the spool (if it hit the spool, the tank wouldn't be eliminated, GSRP requires a direct hit), I didn't see the actual 'elimination' but what I did see was the player stand up next to the PUG after the slide.
So, kinda curious about this since.. he advanced into the tank. Not that I'm implying he meant to slide that far, I'm just voicing what I witnessed.
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Re: 2 New Tank Questions since Hamburger
« Reply #1 Today at 10:36am »
The rules state that the Tank Must have a main gun, and redirects you above for more information on the Main Gun. It says that the tank Must have a Main Gun that shoots at a MAX 230 FPS. With that said it does not Specify that this must be a Law Launcher, just that it cannot shoot over 230 FPS. In theory that would mean that your main gun could be a marker but, that it would have to shoot under 230 FPS or, you could have a "Fake" main gun that does not fire, and the non firing main gun would not exceed the 230 FPS limit.
(That would be what I take from the rules any way I could be wrong.)
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Re: 2 New Tank Questions since Hamburger
« Reply #2 Today at 11:02am »
In reference to the main gun for a tank Kouza has for the most part hit it dead on. A tank needs to have a designated main gun and the main gun may shoot no more than 230 FPS. To give a heads up there are plans to amend that the designated main gun must be a functional LAW launcher.
As for the "PUG bunker" if it was witnessed by a referee the player acting as the aggressor would have been pulled. True a direct hit is needed to eliminate a PUG but with the way the rules are now it is possible for a tank or PUG to use a bunker as cover. If a tank or PUG is in fact effectively using a bunker as cover and within 10ft of it i would fall back onto the rule that those who are actively using the bunker and within 10ft of it would be elminated.
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Re: 2 New Tank Questions since Hamburger
« Reply #3 Today at 11:31am »
Kouza, yeah with a paintgun as the main gun it would have to be under 230--any "main gun" is limited to 230. I made sure my marker was under 230 that day (I set it to 200, the most I ever saw it spike on my first shot was 228) as I knew I'd be using it in the PUG and just wanted to be safe (regulators spike sometimes, better safe than sorry).
William, I don't know if a ref witnessed it or not, Waldo erred on the safe side of things and went ahead and called himself out, so I'm presuming it was a direct rocket hit as he couldn't have known if it hit a bunker. Aside from that, the only other thing I know is I saw the demo player stand up near the tank (within arm's reach).
It's not a huge deal being a PUG, but the safety limit still needs to be maintained for all fairness, even though the PUG won't run over someone and hurt them (unless I fall over like at Hamburger Hill haha). That's why I waited until after the game to mention it, kept the game going smoothly and everyone was having fun.
I would, politely and professionally of course, argue against calling a tank out if near a bunker and a rocket hits it--even if I didn't have a PUG--for a few reasons. It's extremely unfair to the tank, it's going to cause more clashing/confusion on field, which in turn will cause more players yelling at/for refs, and with a field as well-layed-out with bunkers as SplatBrothers, it adds crippling points to the tank.
Case in point, I could literally stand in the village and knock the Social Hazard tank out before it even makes it around the SplatHouse.
Or, hit a bunker next to the tank or hit the tank from a distance--allowing me more targets (some potentially easier to hit than the tank)--just because the tank is near the bunker. A good example of this would be the tank on the road near Fort Poyer. It can't help but be within 10' of all of the bunkers (the halfpipes, tires, etc). I wouldn't even have to aim, I could just point and click and by "bunker" rule, the tank would be out.
A real-life example of this would be near the end of Bastogne, when the SH tank was parked just on the other side of the big half-pipe. I came tank-hunting from the top of the ravine. I had no shot on it due to the half-pipe, so I had to work my way through the woods. Kouza saw me, and we got into this epic, forever-memorable, fight for our "lives". He tried gunning me down, I was diving between trees. I eventually took a diving shot at the tank, around the half-pipe. It was awesome.
All of that would end up being tossed out the window with me standing atop the Ravine, hitting the half-pipe, and keep on going. That really diminishes gameplay and the fun factor of a tank. It also goes against GSRP ruling, which allows for Tanks to be near bunkers and structures but not within 20' other vehicles or players.
Finally, it would cause some consternation on the field amidst players. Why? Because you'll get the demo guy who said, he hit the bunker, the tank should be out. The tank had no idea the bunker was hit, and is raking the demo player and his friends with paintballs. Finally, a ref is either going to call both out or say the shot didn't count.
While tailoring some rules to make sure gameplay is fun for everyone, and safe, I don't feel allowing vehicles to be knocked out near a bunker would do anything other than lessen gameplay. It's already easy-enough to hit a tank which has spent several minutes slowly, safely, working its way through the roads, but to give it chokeholds at every point just seems a bit much.
This is my humble opinion, not representative of anything official from my team. I just wanted to share my ideas on it.
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