by Dood » Mon Apr 04, 2011 8:46 am
To the owner of battlefield,
I do not mean to offend or to trash talk your establishment there, because I had a GREAT time on your opening day of cqb there at battlefield. But there seems to be a slight flaw in design.
Just so we have some common ground, Let's take the perspective from the garage door, as if you were inside the warehouse looking into the field. the 5" gap hall would be on the right and the boxed hall on the left.
obstacle count- Far too many. This is a link to a course out in cali, TAC's home base. the wide angle shot is misleading, but my point here is the spacing between obstacles..on average, 4-5 feet. reason for this is movement, this allows a greater number of players to enter the arena and allows people to move in 2-4 man teams. Currently with the obstacles in play, it allows for no movement but up the middle, and that is a whole other situation.
Angled barriers- first and foremost they are considered very dangerous and causes far too many issues with defection/ricochet. With a arena running 400fps guns, ricochet is a issue, and will be a huge reffing issue.
here is a video of a location that roped off 2/3's of their arena. this is appox 25% longer in size but 25% more narrow. but notice the total lack of angled walls. there are two angle walls in this arena, just on the other side and they are NOt in the middle of a 10 way kill zone.
Love the half walls, but they are located only in one spot, i understand that this is a siege opportunistic scene there, but those are generally reserved for small field "Fort" play. you only see fort plays out in cali in warehouses 60,000+ even then, it's a structure they build just for that day.
currently you have two chokes, left box wall and middle. the 5" gap is out of play, was only used once in opening day, and end result? total conflict of ruling. With out a ref contently keeping a eye on that hall , that hall will only create a reffing nightmare and point blank 400fps bb wounds. if you want to make a bang rule, (slightly unheard of in cqb) it needs to be clear. meaning, define "having the drop" on someone.
Triangles- where two walls meet to form a right angle, creating a triangle field of cover, you have far too many short sided walls, walls that are less then 2 feet while the other walls are 5+feet...creating point blank range kill zones, impossible to judge unless the ref's on top of it. IN a game of hard core players, reffing should play a small role, but for the casual gaming and for teen/young adults, this will be a major issue of conflict.
this is just my ..well it's more then 2cents...but I'm more then willing to explain the reasoning as to why battleground will be hard to ref and tough to play. With the current set up, 5 on 5 is far more practical.