Show Me The Way

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  • Lorenz0666
    Registered User
    • Sep 2004
    • 86

    #1

    Show Me The Way

    hey i'm playing my first scenario game dec 4th at fox river paintball, i decided to be a medic, for the hell of it, what advice can anyone give me not just as a medic but as a player in general, i do know all the rules and stuff like that i have reffed three MXS games, a big games, but i never played so any help would be great

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  • SixRomeo
    Breaking Balls Since '92
    • Oct 2004
    • 33

    #2
    "MEDIC!!"

    Playing a medic in a scenario takes guts, at least in my experience. They have a lot of power on the field, by virtue of the fact that they can re-insert and wipe eliminated players. There are some cons to playing a medic, usually defined by the producer of the scenario. Some games do not allow medics to carry any more than a pistol, forcing a medic to rely upon fellow teammates for cover when trying to get to a wounded comrade. <br /><br /> Other games force medics to wear symbols of their "office." I was forced to wear a white t-shirt in a recent 8-hour game, which made me quite a popular target for our opponents, and blew my whole camo scheme to hell. Then again, some games don't have these restrictions. At D-Day at Skirmish this past July, medics were just like any other player, except that they had only a set number of "heals" before they had to go back to HQ for "resupply." <br /><br />
    Either way, I can give you one piece of advice when playing a "traditional" medic role: choose who you "heal" carefully, as it can often make the difference between holding a fragile line and being overrun. First, keep track of how many "heals" you have, and don't cheat. Wiping everyone who comes to you can result in frequent trips (often for a long ways) to the HQ, leaving your teammates without medic support for long periods of time.<br /.<br /> Second, while I don't advocate "judging a book by its cover," medics with a limited amount of "heals" are often forced to make decisions based on each player's apparent skill level. Often times, keeping ten serious, experienced players on the field can make a huge difference in the battle, and keeping ten novices on the field is a waste of time. If in doubt, send them to the dead zone.<br /><br />
    Last, try not to "heal" the same player twice in a row, unless they are making a difference on the field. Even then, spread your "healing" around to keep the morale of the other players up and keep them fighting and pushing. Often, inexperienced players will fight harder and take more chances if they believe that they have as much a chance of being re-inserted as that guy in the ghillie suit with the modded-out A-5.<br /><br />
    Other than that, enjoy yourself and play the role!

    "A soldier will fight long and hard for a bit of colored ribbon."
    --Napoleon Bonaparte


    RAMF.net

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    • rathbaster
      Paintball Player
      • Jul 2003
      • 41

      #3
      As with all scenario games first and foremost have fun.

      I can't give much advice on being a medic except be prepared to be "nimble" and running a lot.

      Since you've reffed MXS events, you know about re-insertions. Remember that you have them, so take some fun, wild risks occasionaly. Some of my best scenario stories come from times when I've done insane things that never should have worked....but did.

      On the practical side of things, use recycles to re-hydrate. Even in cold weather you can dehydrate so its important to keep a supply of liquid going in (especially if you're running a lot). Know your physical limits and take a break if you need to. If you're on a limited paint budget, ration your paint so you'll have enough for the whole game. If you run out of paint, remember you're still able to draw fire.

      -Rath
      "I don't need a plan, just and objective."

      Comment

      • spleefstylez
        Red Sox National
        • Jun 2003
        • 1743

        #4
        to the next whiskey bar?
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        • Tunaman
          Specialized AGD Tech

          • Dec 2000
          • 8643

          #5
          Great Tune...Jim Morrison rocks!
          Email me for low prices on ALL AGD Products and more. [email protected]
          Tunamart

          Comment

          • Flip
            10th Mountain
            • Sep 2002
            • 29

            #6
            nice

            Taking a guess this is a MXS Style / GSRP rule using event?

            If so here's a few hints:

            Carry extra pens/pencils (so you can write badge numbers on your medic heal cards)

            Carry a towel/rag (or two) or something that's easiy to use to wipe hits off.

            Use a light marker, a pistol is actually a great idea.. or at least something you can sling or holster and be able to run easily.

            Don't encumber yourself with extra gear, you need to be "Johnny on the spot" and be VERY mobile.

            Don't hang youself out too far and get eliminated trying to heal some jackass that's screaming from the point. Keep yourself alive and choose your heals wisely.

            Hook up with mission running groups, they are the ones making the points. Gun-running is fun and all but I wouldn't waste a Medics skills on them.

            Keep your fellow role-players alive, demos, engineers, et-al and role-playing characters can have a bit more impact on the game than normal players.

            One trick we have found to work quite well (if there are enough Medics to go around) is to run dual Medics on missions. A point and a back (who switch off), the point is closer to the front and doing most the healing, if he gets wacked the back tries to get in and heal him. This way it can be tough for the oppositon to take everyone out. The back medic is a good choice to carry the mission card.




            If all else fails.... do the banana dance
            Flip - Liaison & Demolitions Expert
            MVP: "Shadow Wars Chapter 2 - Dropzone" & "Kelly's Caper"
            Team Tenth Mountain
            The Rocky Mountain Scenario Team -13 time MVT award winners
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            High Country Paintball
            Moderator: PlayPaintballColorado

            Comment

            • Concrete
              HOOAH!
              • Aug 2004
              • 58

              #7
              Ill be at that game. The last scenario I went to there we had a noob General who was NEVER at the CP and was out dicking around on missions. I spent the whole day digging up objectives (I was Engineer) and collecting $$ - bringing it back only to have spies clean us out when we went back out. If you want my advice - if its your first game - do not sign up as any role untill you get a feel of what Scenarioball is all about. Play 3 or 4 games - THEN try a role. Im on the 101st side and would be happy to help you out, if you have questions - look for me, Ill be lugging around the rocket launcher - I stick out like a sore thumb.
              • Tippmann A5, Flatline, E-Grip, MP5 tombstone mag kit :shooting:
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              • msprince
                Registered User
                • Jun 2004
                • 98

                #8
                I disagree with waiting to be a medic. If he's reffed some games he's ready. You do have to be ambitious and passioante about wanting to run around like a mad man for the day. Make sure you're in relatively good shape because in reality if you're in the right places at the right times you can make or break the game. Don't let anyone bother you when they yell at you either, you CAN"T save everone. The important thing is have fun and make sure everyone around you is having just as much fun as you. Good Luck and let us know how you did!

                Steph Prince(ss)
                MXS AD
                BlackCat Staff Writer
                "The Cookie Lady"
                Co-Captain Battle Born

                Comment

                • Concrete
                  HOOAH!
                  • Aug 2004
                  • 58

                  #9
                  Well said. I must have missed the part about him reffing.
                  • Tippmann A5, Flatline, E-Grip, MP5 tombstone mag kit :shooting:
                  • Tippmann A5-AK, 14' sniper barrel, Response trigger (My back up) :ninja:
                  • Automag Classic, X-valve, 10' Dye Boomstick :hail:
                  • MKX Alias launcher from Blackpoint Engineering :headbang:
                  • Proud member of:

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