The Guns:
Each gun can
be programmed individually for any number of lives from 2 lives to 99
lives, depending on the game, and you get 750 rounds of ammunition
each time you play. Much more than any other combat game.
Games and Tactics:
Much depends on venue and number
of players.
The following
are games that we typically play in the sites that we have set up here. There
are more advanced games that can be played depending on the location and
circumstances, especially in a Team Building program.
Mission
Special can arrange Team Building programs using our weapons in conjunction with
Mission Possible our specialist Team Building Division.
LAST TEAM STANDING
Roughly equal
team sizes:
This is a
simple game where all players get the same numbers of hit points/lives, usually
between and 10 and 20 depending on the number of players and the location. The
game finishes when all the members of one team have been eliminated. The teams
with players still alive wins. There are no re-spawns in this game.
LAST MAN STANDING
This is a
game where everyone plays for himself. All players get the same numbers of hit
points/lives, usually between and 10 and 20 depending on the number of players
and the location. The game finishes when there is one man left still with lives.
There are no re-spawns in this game.
SURVIVAL
This is also a
game where everyone plays for himself, but allows continuous play. All players get the same numbers of hit
points/lives, usually between and 10 and 20 depending on the number of players
and the location. Players play until they have no more lives left then they
leave the arena to be replaced by a new player. The longer they can survive the
longer they play!!
ELIMINATE THE
ENEMY
also known as "Death Match"
Roughly equal
team sizes:
This
mission is a timed mission. Each team gets replacements/re-spawns from their
base and everyone gets 5 hit points or “lives”
(hits
they can take before they must go back and get re-spawned). The gun is
de-activated when you lose all your lives and you have to get re-spawned before
you can go back into the game. The team with the least number of re-spawns at
the end of the time, wins.
This mission
is good fun because every player,
plays
the whole mission and it’s very forgiving of mistakes.
Suitable for
beginners.
SNIPER
For every 3 or 4 hunters there is 1 Sniper.
The
Snipers goes out into the battlefield first to take up position. The Sniper is
allocated 2 hit points per hunter, 4 hunters = 8 hits points. The Hunters get 2
hit points each. This means the total number of hit points is the same for each
side. However the Hunters are allowed unlimited re-spawns. Snipers get none.
When the snipers are dead that is the end of the game, the Snipers get 10 points
for each hunter they kill, the Hunters get 50 points for each Sniper, so the
side with the most points wins. This game is also used in our team building
programs.
Tactics:
This section
aims to explain to those new to Battlefield Live the basics of the game.
AIMING
The most basic skill of Battlefield Live is to learn how to aim effectively.
The first
thing to realize is that you have to hit the sensors to make hits, therefore you
should aim at the sensors (either on the head or the gun).
Even if you
can see the players head or part of the gun, you should in most cases hold fire
until you can actually see the sensor. Remember that shooting gives away your
position and wastes ammunition so you only want to shoot in when your confident
of making a hit.
The exception
to this is when you serve as a supporting class, and lay down suppressive fire
to allow your riflemen to maneuver.
When you do
start firing, especially if your weapon has a large magazine capacity, its
possible to create an area effect on the enemy by firing in fully automatic
mode and creating a tight circle with your weapon.
Simply move
your rifle aim around the target area. The result is that even if your target
moves he/she is still likely to be hit.
With Red Dot
scopes, used on our weapons, you should make sure you can see the red dot in the
scope and keep the red dot near the centre. You then put the red dot 5-10cm
above the target sensor. Remember light travels in a straight line so the
distance between the scope and the barrel is how high above the sensor you
should aim.
We zero the
scopes in on a regular basis to make sure that that scope and the lens assembly
are in parallel so the sight is correct out to any distance.
AVOIDING HITS
Usually the
best way not to be hit, is to not be seen! If you move carefully and are
constantly looking around and listening, you can often spot the enemy before
they spot you. The human eye is attracted to movement, so if you stop and hide
before the enemy has spotted you, they will typically not see you.
Looking
around (including behind) you is a good skill to get, new players tend to look
at the ground in front of them or look forward to where they expect the enemy to
be.
The enemy
however is often not where you expect, so if you have to expect the unexpected.
Keep looking and listening all the time and stay alert!
If you do
come under fire, you probably should be seeking cover. Any physical cover counts
as cover, so also consider the 'nomenclature' or texture of the terrain.
Once the
enemy knows where you are, you should try to move as soon as you’re not pinned,
sometimes you have to be brave.
You never
want to be where the enemy expects or knows you to be. Often, displacing and
approaching the enemy from another direction works well.
PIN AND FLANK
One of the standard problems
faced in Battlefield Live is how to effectively destroy an enemy force that is
behind cover.
No matter how much you fire
at the target, your rounds will not penetrate the cover. If you simply advance
forward the enemy will pick you off as you try to cross open ground. In this
situation you have basically two viable options, both requiring Team Work.
One is to form a skirmish
line and charge the position hoping to rush the enemy.
The other option is to pin
and flank the enemy, this option takes some team work. Generally those players
who have long guns in the group (this could be one person) apply significant
suppressive fire onto the enemy position, this is not expected to do
significant damage but it should force the enemy to keep their heads down and
therefore not be in a position to spot or at least effectively engage those
forces doing the flanking.
While the enemy is under
suppressive fire the flankers usually choosing the flank with the most cover
move around the enemy position to hit them from the sides.
You will find that most cover
in combat games is one directional and therefore if you shoot at the enemy from
two directions at once they will be exposed to effective fire.
The pin and flank movement is
often used when players are working in pairs. One player pins and the other
flanks, but can used with large formation moves as well.
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