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Gametypes Poll - What are you playing at your wars?


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#1 Langley

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Posted 30 November 2015 - 07:10 PM

This poll is for people who post their nerf wars on NH and have hosted multiple events.  If this doesn't describe you, don't post. Also do not post gametypes that you have not played yet.

  • Where are you from? (Skip if your location info is up-to-date in your profile)
  • Roughly how many events (listed on NH) have you hosted in the last two years? How many have you attended?
  • What ammo and blaster restrictions were in effect? (Glue domes allowed, slugs only, soft tips only, stock darts only, pistol rounds etc. Mention if there were special rounds with different restrictions. )
  • What gametypes/rulesets did you play?
    • Which games did you play again at other events, and which did you drop after one try?
    • Why do you think those games did or did not work?
    • Which games do you play the most? How much of the day do you spend playing that gametype?
    • What games do your players request or suggest at your wars? Are there any that people request that you prefer not to run?

 


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#2 Langley

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Posted 30 November 2015 - 07:36 PM

  • New Jersey and Northeast Connecticut
  • Hosted 3-4 and attended about 10
  • Most wars allowed slugs, silicone tipped stefans, or stock darts, and allowed homemade and modded blasters. There were pistol rounds and stock-darts-only rounds at at least two of them.
  • We played 3-15 Deathmatch, Freeze-tag, Attack and Defend, Speed rounds, Carpe, Ultimate Core Penetration, Blob, some weird HvZ thing with rockets, maybe some others I'm forgetting.
    • 3-15 Deathmatch is always a staple at my wars. It works pretty much anywhere with anyone, it doesn't exaust your players or their ammo too quickly, and everyone knows the rules. We usually play it for at least half of the rounds over the course of a day. This is more or less the default gametype.
    • Freeze-tag is a nice round to change things up without complicated rules or blowing a ton of ammo.  We usually play it at least once per war, usually a couple of rounds in a row.  Players usually request this one and get excited about it.
    • Attack and Defend is a game we tend to run at NENOs in CT because it works well with small groups on assymetrical fields and uneven terrain.  When people are bored with 3-15, it's good to break out for a couple of rounds, but it can be exausting to run back and forth to the respawn up a hill.
    • Speed rounds are something I run at Apoc when we're waiting for people to come back from lunch.  Pretty much any time there are people who want to play another round right away and other people who want to take a break, I'll run a few of these to kill some time.
    • Carpe is a game that some people frequently request, but that I like to run less and less.  It doesn't work well on fields that aren't perfectly symmetrical, it takes time to set up, it blows a ton of ammo, and people generally get annoyed because getting hits on other players doesn't directly count for anything.  I don't mind playing it so much if someone else runs it, but I'm less enthusiastic about running it. 
    • I'm sure at some point Ultimate Core Penetration was a lot of fun, but I don't think it is workable at Apoc, where I've played it, because there are just too many people.  It was fun to do once though, just to goof around with Draconis rockets.
    • Blob is weird.  It seems like an interesting way to run something that plays like deathmatch without anyone having to sit out.  I've played it once or twice.  I think it would work better with a faster way of showing what team you're on, and it requires a certain non-competitive enthusiasm that you don't get with every group of players.
    • HvZ where rockets are the cure for zombiesm was just rediculous.  I think if we can come up with a different silly thing to do with rockets at each war, we'll be set.

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#3 flyingchicken

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Posted 01 December 2015 - 11:11 AM

  • Georgia
  • NIC wars: Attended 9, hosted or co-hosted ~7 of them.
    Southeast Nerf Club (SENC) wars: Attended and co-hosted over a dozen (not posted on NH)
  • NIC: The Southeast is a bit more lenient with our restrictions. We use both slugs and domes, as long as no metal is exposed (all darts in our community stefan bin are checked before each war). We also allow blasters above the normal power threshold, such as plugged Big Blasts. Sometimes we have REKT wars/rounds, where we use normally banned things likes 3/0s, singled Titans, singled Hydrocannons, etc.
    We make up for this leniency by strictly enforcing eye protection. Prescription glasses do not count; your eyes must be completely covered.
    SENC: These wars are all superstock/SAMBO wars; ammo must be completely stock, but blasters may be modifed (as long as they're not too powerful/dangerous). We allow Zing bows and melee, but we push proper eye protection when using those.
  • Our standard games include: 3:15 Free-For-All, Wingman, Deathmatch, Wildcard, Freeze-Tag, and Awfuls. Other ones I've played include Civil War, Freeze-Tag: Kill Confirmed, Action Pistols, speed rounds, Headhunters, Capture the Flag, Robot Mind Control, Dwarves & Elves/Fellowship, and Gunslinger.
    • 3:15 FFA, Wingman, Deathmatch: pretty self-explanatory; these rounds make up most of our day.
    • Wildcard is like Deathmatch, but the Wildcard is one person who's on his own. He has unlimited lives, a 10-second respawn, and uses some sort of rocket launcher. If he hits you, all of your lives are gone and you're eliminated from the round. Nerfomania is our resident Wildcard, and he does a great job of using his XXL Bazooka to put pressure on both teams. It's a fun way to add another dimension to Deathmatch. We play this one multiple times at every NIC war.
    • Awfuls is an FFA or Wingman round where you can only use blasters that shoot less than 15 feet. Alternative ammo is encouraged. Playgrounds are great areas for this round.
    • Freeze-Tag: Kill Confirmed is a variation on Freeze-Tag. Basically, if someone from the enemy team is frozen, you can tag them with your hand and completely eliminate them from the game. It's become our preferred way to play Feeze-Tag; it speeds the round up quite a bit. Langley let NoM and myself run a few rounds of this at APOC, and people seemed to really enjoy it.
    • Civil War is more of a light-hearted game. Two teams stand in lines, starting ~70 feet apart. Each team takes turns firing a volley at the other team (the team that's getting hit can't move at all), then both teams take one step forward and repeat until everyone is eliminated. Super scary when you get real close.
    • Action Pistols is a FFA pistols round where your hits only count if you do a cool action move when you shoot. Jumps, rolls, parkour, slides, you get the idea. Inspired by a very old war thread I read. This gets requested semi-frequently.
    • Speed rounds: we use to play a bunch of speed pistols rounds just to get a quick few rounds in, but I really liked the speed rounds Langley organized at APOC: teams of three, up to three wins.
    • Headhunters was taken from the Canadians. We played it for the first time a year ago at COSTCOH, and will be playing it at the sequel in a few weeks. I personally enjoyed the round (probably because I won it); some may consider it unnecessarily savage, but we're a pretty masochistic region (ask about Conga Line Freeze Tag). 
    • CTF: we like to run 5 lives with a 10 second respawn while touching the flag holder. It at least ensures that the round won't last indefinitely. We play this mainly at SENC wars.
    • Dwarves & Elves/Fellowship is a Wingman round we play at SENC wars; one teammate uses melee, and the other uses a Zing bow. Just a fun weapons variation.
    • Gunslinger, you (should) already know it. I enjoy playing it, but others down here aren't too hot on it, sadly.
    • Robot Mind Control: full rules explanation here. Admittedly, it can be rather one-sided fun for the Controllers, but it's still nonetheless an entertaining game type. I enjoy it, and I know others did as well.

All of the above rounds are in our "repertoire" of rounds we choose from, depending on the scenario. There's a few others that we've tried and abandoned, but I don't feel they're worth mentioning.


Edited by flyingchicken, 02 December 2015 - 02:13 PM.

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#4 orangeparkour

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Posted 01 December 2015 - 10:17 PM

 

  • Green Bay
  • I've hosted 4 wars and attended 4-6 others withing 2-4 hours of where I live.
  • Most wars allowed silicone domed darts, or stock darts, and allowed homemade and modded blasters. Silicone domes were used 95% of the time with slugs being allowed at one or two of the wars and used very little. I also pretty much always provided all of the silicone domed darts for everyone at every war.
  • We played Carpe, CTF, VIP rounds, and at least headhunters 2 times or so.
    • Every war starts with Carpe and is pretty much the only real serious nerfing for most of the wars, everything else has a lot more giggles and less tryharding.
    • CTF is used when there are slightly less people and teams can easilly be made equal with everyone having comparable blasters.
    • VIP rounds are usually started after a break and I personally do not enjoy them as much, though some people really do so we play them and sometimes they are great, sometimes they are rather one sided. 
    • Headhunters is used because we use silicone domes that dont really  hurt if they are shot at peoples heads and everyone has eye protection on anyway. Usually this type of game is played at the end of the war where you just want to be stupid, relax, and maybe get an awesome shot or two.
    • Kane hosted a Blowgun only event (he had like, 40 ft. of 1/2 pvc and plenty of stock amo so 12-14 of us had a blowgun only round which everyone pretty much loved.
  • I dont believe there have been any other gametypes that have been played more than once or with any success at the wars I've hosted or attended in the past 2 years.

 

Also on these new forums I have no idea how to delete your quote, my apologies.


Edited by orangeparkour, 01 December 2015 - 10:21 PM.

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#5 snakerbot

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Posted 01 December 2015 - 11:45 PM

  • Houston, TX and surrounding area.
  • I've hosted two and attended two more.
  • We have a few different types we usually rotate around:
  • Primary rounds with homemade springers and usually slugs or amiors
  • Pistol rounds, with Panthers, rainbow pistols, pistol splats, and the like.  Slugs and amiors again
  • Stock dart rounds, which basically amounts to HvZ/superstock class
  • Awfuls rounds, usually with stock ammo of various sorts (balls, missiles, and ultimator rockets are the staples).
  • Usually 3-15 or single life (for the awfuls rounds).  Have played CTF, neutral bomb assault, zombies, and defend the core in the distant past.
    • 3-15 keeps coming back, usually because we don't have enough people for anything else, and it's simple and fun.
    • We've had success with CTF, but not lately due to lack of attendance.  What worked well was to keep the respawn a reasonable distance from the flag location, and usually behind the flag.  Teams must have both flags at their base to win.  Both the flag locations and respawn locations are known to both teams before the match begins.
    • We tried single bomb assault at a couple of our wars.  The bomb starts in the middle of the area, and each team tries to get the bomb to their opponents' base.  Respawn locations should be far enough from the bomb target area to prevent an instant automatic kill by a respawning player, but close enough that only a few seconds are needed to close to reasonable shooting range.  We once tried to require that the bomb remain at the base for 30 seconds to end the round, but that was a disaster and logistically difficult.  Subsequent games made the game end instantly once the bomb was placed on the base.  Our bomb was a football-sized foam object with holes in it that needed to be placed over a post to prevent things like throwing it to the base.
    • We almost always do a zombie round or two if we have enough people.  Humans get blasters (usually stock dart shooting).  Start with one to three zombies, depending on number of people and desired game length.  Zombies turn humans into zombies by tagging with their hands, humans can shoot the zombies to kill them.  Zombies respawn after getting shot typically by touching any tree, and humans aren't allowed to leave the wooded area.  Check my youtube for some videos of our war location for ideas of tree density if you like, but the respawn-on-tree method usually amounts in something like two-second respawns.

Edited by snakerbot, 02 December 2015 - 08:02 PM.

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#6 Langley

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Posted 02 December 2015 - 12:01 AM

  • VIP rounds are usually started after a break and I personally do not enjoy them as much, though some people really do so we play them and sometimes they are great, sometimes they are rather one sided. 

 

 

 

  • We've had success with CTF and single bomb assault, but not lately due to lack of attendance
  • We almost always do a zombie round or two if we have enough people. 

 

Thanks for the response, guys.  If you don't mind, would you go into more detail about what rules you use for these rounds and how you set them up?


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#7 hummer

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Posted 02 December 2015 - 07:11 AM

  • Where are you from? Milwaukee area
  • Roughly how many events (listed on NH) have you hosted in the last two years? How many have you attended? --- On NerfHaven, around maybe 4-6? I don't have that good a memory. I do bi-weekly wars during the summer, I just forget to post them here (Lazy/forgetful). As for Attended besides my own, probally around 3-4.
  • What ammo and blaster restrictions were in effect? (Glue domes allowed, slugs only, soft tips only, stock darts only, pistol rounds etc. Mention if there were special rounds with different restrictions. ) We like to play with stock darts and light mods. I find it keeps the play close and fast. We do pistol rounds as well, to give people who don't have much of an arsenal yet a fair shake. Almost every round that can include zombies, includes zombies, as this keeps people in the game, and off the sidelines, bored watching. (TDM, wingman, FFA, ect. All use 3/15 where apllicable)
  • What gametypes/rulesets did you play?
    • Which games did you play again at other events, and which did you drop after one try? Blob, or as we now know it "Catch 'em all" is an amazing gametype that has become a new favorite. (Unlimited lives, 15 sec respawn. Shoot a dude to make them on your team. Continue 'til everyones on the same team.) There are some experimental gametypes that just fell flat on thier faces, but they were outliers/homebrew. Otherwise, as I said earlier, we just add zombies whereever we can. We also do 2 different types of zombie: Regualr 'fast' zombies have a melee weapon with a 10 second respawn and "Wisconsin" zombies that only can use hand tag and have to walk, but cannot be slain by normal darts.
    • Why do you think those games did or did not work? Too finicky or just lackluster, the gametypes are not really worth mentioning.
    • Which games do you play the most? How much of the day do you spend playing that gametype? Zombies, Blob tag, Wingman zombies and CTF. We do play others, but those are our core rounds.
    • What games do your players request or suggest at your wars? Are there any that people request that you prefer not to run? DIsmemeberment zombies (Think monty pythons black knight, get shot in the arm as a zombie, you cannot use that arm until you die. You're dead if you lose 3 extremities or you can just off yourself if you wish (bad knee/don't want to)). I can't really think of any I don't like to run besides seize the balls (lack of equipment/intrest)

Edited by hummer, 02 December 2015 - 07:13 AM.

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#8 orangeparkour

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Posted 02 December 2015 - 12:54 PM

 

Thanks for the response, guys.  If you don't mind, would you go into more detail about what rules you use for these rounds and how you set them up?

Our VIP Rounds consist of 2 individuals becoming VIPs. They have a team that wants to protect them and knock out the enemy VIP. VIP's have a decided number of lifes, usually 5-10. If a VIP is shot, he counts outloud for 15-30 seconds until he is up for grabs to be shot again. If a team member is shot, he stays in place and counts out loud for 10-15 seconds. Everyone has blasters and can shoot, and really the better VIP is usually he who plays more defensively and lets his team do most of the work.


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