It felt like a long day. The sun was pretty brutal, and the bugs were definitely voracious. Overall, I'd say the event was pretty good and I don't feel like I totally wasted my $20 (although I spent more than that in gas to get there, so
). There were some good things going on, but there were definitely a lot of bad things too.
I'll start with the field itself: TCP Paintball in Charlotte. Upon arrival, I had to help Prophet with his hopup so we went to the chrono station to test his gun and so I could chrono mine. No refs or chronos were there, so we just test fired. About half an hour later, I was ready to go, but I never went to register. Then Abbot called everyone in for a briefing and things got moving. I like how we started right on time, but I'm still scratching my head as to when we were supposed to register. I did everything online before arriving, but still, I didn't even get an wristband or anything, so really I could've just walked onto the field for free if I had wanted to. Finally, right before we walked onto the field, a TCP ref came over holding a chrono and we lined up and chrono'd. He didn't have any BBs, so everyone just chrono'd with whatever BBs they had in their mags, which he didn't ask about. I personally chrono'd with .28s, which wasn't too helpful since I've never chrono'd it before. This is a little concerning, because I'm pretty sure the MEDs were given just by FPS, not energy output. Now more onto the field itself: it's very buggy. Yes, we were warned. No, nobody was prepared to be breathing in and eating mosquitoes for lunch. It's not really their fault, but that made the woods an awful place to go through. Any areas off the trail were also nearly impossible to traverse efficiently, especially the swamp/grassy field. On the flip side, the village and the mounds areas were pretty cool, and after the switch to recreational style gameplay, they were utilized quite well.
Now onto the gameplay. I was on green team, and it felt very unbalanced right from the beginning. We were outnumbered from the start, and I personally thing that the small "resistance" faction should've been moved to the green side. Tan team basically steamrolled us all day, which wasn't too fun. Spawn points were also somewhat confusing; however, the medic rules were clear and simple, and everyone appeared to understand and abide by them. Hit calling seemed ok to me, although my gun was shooting terribly so I didn't get too many hits anyways, but some other members of green team seemed to think otherwise. Overshooting was a bit annoying (SAW gunners mostly) but it wasn't too bad. The semi-only rule generally prevented massive amounts of overshooting, but I saw plenty of bad welts on both sides (I'm thinking of the 3rd nipple...).
I would like to thank Puma1 for stepping up and being our CO. Comms were a mess though, enough so that I didn't even bother to use my radio all day. It seemed like one group had their own special channel, the Russians were on another weird one, and GSAT tried to keep up communication but our team quickly splintered into disorganzed groups pretty quickly. It basically turned into the Russian team, GSAT, then everyone else. Regardless of that, I ended up having fun playing as the medic for Alpha team, which translated into being the medic for the whole team later on. Since I don't have an established team to run with, medic is probably going to be my role in future OPs.
I'm sure I missed some stuff, but I got most of it. Huge shoutout to everyone on green team who stuck through the whole event. It was pretty rough for our team. I'm fairly certain we started with barely 20 players, which dwindled down to about 6-8 right at the end. Sure, tan whooped our asses, but at least we stayed right down to the end!