Nerf War Etiquette (a.k.a. how not to piss everyone off at the wars)Before I jump right into it, let me put this 3-piece disclaimer out there for all of you reading this article.
- All names have been omitted for the protection of those involved as well as the wars in which these instances occurred. I am not here to call you out for any mistakes you have made in the past or to embarrass you in from of the rest of the NIC.
- If you think that I am actually talking about you, you can PM me and Iíll let you know. This article is not a massive flame against anyone, just a form of constructive criticism to aid everyone in the NIC, especially the newer members, with how one should act at any war.
- Finally, if you still feel that I am truly talking about you (which may be hard since no names will be mentioned), your guilty conscience gets the better of you and you decide to post in the article anyways, then you have defeated the purpose of my keeping you anonymous and I am no longer responsible for what anyone may say to you, not like I am responsible for what is said by anyone but myself.
At each of the wars that I have attended, the most common scenario played was Deathmatch, with anywhere from 2-4 teams going at it. There were also a couple of rounds of Capture the Flag in two different styles at HCNO and pistol rounds at Reckoning. I am not going into detail on pistol rounds at this time since they are the same as Deathmatch with the exception that they are sometimes played with no teams and the only major difference is only short-range weapons can be used. I am also not going to discuss Capture the Flag as the rules were constantly being adjusted throughout the day. Nearly everyone on the East Coast plays Deathmatch, with most of the New Jersey players participating in this scenario exclusively. Let me first go into the breakdown of how Deathmatch is played and what you should and shouldnít be doing. I know nearly everyone out there knows how to play Deathmatch, but I have been seeing a few things that need to be addressed.
The rules of Deathmatch:
- The round is played with the 3/15 rule.
- Each player has to be hit three times before they are eliminated from the round.
- After each hit, they must point their gun into the sky to show everyone that they have been hit and count to 15. While they are counting, they must clear the combat area.
- Once they reach a count of 15 and have removed themselves from the active combat area, they must shout "CLEAR!" and then they may return to the round.
- A valid hit is any hit from a projectile onto any part of their body. If their gun is hit, they are still out, with the exception of the Manta Ray. It is the only gun hit allowed since the gun was designed to also be a shield. Ground skipping darts and ricochets don't count.
- Another valid hit is a close quarters hit, or tappping, in which the assailant takes someone out by tapping the barrel of their gun onto the person.
- Once a player has been hit three times, they are eliminated from the round. They must clear the field and return to the staging area to wait for the current round to end.
GETTING HIT/HITTING SOMEONE
The most obvious thing that I have seen is people not admitting to being hit. I can understand that it is sometimes hard to tell if it was a glancing blow or the shooter was using an unmodified gun and the darts really have no force behind them, but we all work on an honor based system. If you are hit, fess up to it. I am not saying that everyone does this. I have shot at people that swear they werenít shot because they were shot at by two people and they only heard and saw the one that hit the tree, but in the end they do take the hit. I have even allowed people that were hit that feel that it never happened to continue on in play. Iím not going to sweat it if I canít absolutely confirm it.
Now this goes for the shooters as well. Donít say you got a hit when you didnít. I saw it a lot at one war when I was sitting out. The shooter would call a hit, which I do as well to alert them, but this person always called their hits on the targetís extremities. All I heard all day was, ďGot you in the foot!Ē, ďHit you in the back of your leg!Ē. He was also shooting from over 100 feet away with a gun that was firing grey-colored Stefans. I personally use CDTDs because they are a lot easier to make and they are much more visible, plus I make mine a specific way so you know if the hit was from me, but that is my preference. Most people use Stefans of various sizes and colors. This is where honesty comes into play again. This person swore they got a hit, but three people that were in the area, as well as the intended target and a person that was out of the round, saw nothing, not even a dart at their feet. Many guns fire with enough velocity that you may not see the dart, but you as well as any bystanders can tell if it was a valid hit or not. There was someone at another war that had a similar gun to the person in this example, but I could see their darts in flight, and their ranges were about the same. You call one leg hit, Iíll believe you. Two hits maybe, but three or more and your full of shit. I mean, some of us seriously canít hit a large stationary target from 30 feet away and you expect us to believe you are getting pinpoint hits on their legs and feet consistently from over 100 feet away?
The word says it all. You are clearing the area since you are not a valid target or shooter. If you are in the middle of a firefight and you are hit, you are supposed to walk away from the area until you are no longer a target or have a target in your sights, then you call ďCLEAR!Ē. You are allowed to pick up ammo while clearing but while walking away from the activity. You do not:
- Clear behind a tree or other obstacle in the combat area.
- Clear with a target in sight.
- Keep yout gun in the air to trick people, then shoot them when their guard is down.
- Clear next to someone that is not on your team so you can tap them.
This is such a simple rule, so of course people are abusing it. I really donít have much to say on this one except you are supposed to tap them and say that something, either ďHIT!Ē, or ďGOT YOU!Ē. You donít just tap them and run away. You also donít act like you are clearing, ask them if they are in, and then go for a tap kill. I was tempted at one war when that was done to me to tap them back with the stock of my LS to their face, but I decided to channel all my frustrations into this article instead. There was an instance that came up during a round where I was tapped at the same time that the tapper was shot by me. We had a little issue as to who is out and who wasnít, so we agreed to both take a hit. Once again, a Mil-Sim example. The tap kill is basically someone sneaking up on you and pulling the trigger, we are just nicer about it and donít fire the shot at close range. If one combatant came in close to fire and the other one pulled the trigger in his defense, both soldiers would be hit. The same goes for the previously mentioned situation. He tapped me at the same time that I pulled the trigger, so we both had been hit.
One other thing that needs to be mentioned about tapping. Like I stated above in the Mil-Sim example, tapping is the same as a close quarter kill. So if you get a tap kill on me, your gun better be fuckiní loaded! This had been done to me at one war and I heard of it being done to other people as well. If you had no shot to fire normally or your gun wasnít primed, then you also canít get a hit up close. Itís common sense. Your gun needs to be locked and loaded if any hit is to count.
You would think that this rule would be the easiest to follow, but that just isnít the case. When you have been hit for the third time, you are to clear out the field and return to the staging area, whether it is the gazebo at Mill Creek Park, or the parking lot at HCNO. Every war, except for Deal, has a preset staging area where we keep our gear and relax between rounds. If you are out completely, you go there. You arenít supposed to stick around and help your teammates. I had someone that was taken out pick up darts for their teammates. When they saw that they grabbed some darts that were mine they threw them away. Three hits means you are dead. Mil-Sim time. Dead people canít collect ammo or help their comrades. Dead people canít throw away the enemyís munitions. We have no medics to drag your corpse off of the field, so it is your job to go back to the staging area. You are also not to block peopleís shots, whether it is your own teams or the opposing teamís. I am guilty of this once, thought I was in a bit of a daze and hadnít woken up completely yet. Just take the path that avoids the most people and all will be fine. You are also, but I could be wrong on this, supposed to point your gun up just like you would when clearing to show everyone to not shoot at you. When they donít see you returning to action, they can figure out for themselves that you are out.
In closing, we all just want to have fun shooting the shit out of each other with our guns. A lot of us spend a good amount of time making our guns shoot better, creating unique mods and building insane amounts of ammo just so we can enjoy our friendís company and the occasional ďFUCK!Ē emanating from their mouths when we nail them. People that do the things above ruin this experience for everyone and make the day more stressful then it needs to be. I did not write this to out anyone in particular, just to talk about my observations and to illustrate to everyone in the NIC what I see going on as well to verbalize what others have complained about to me. I hope that those that may realize that have done some of the things mentioned above will fix the issues and learn from this article.
UPDATE---07 July 2007
These rules were sent to me by Falcon a while ago, but I haven't had the time to add them. These are the abridged SoCal rules. Thanks Falcon for getting these to me. Someday I'll come out for 'Geddon when I have the cash and the time off.
SoCal Rules (Abridged)
- Singled Titans
- Singled SM 5k's
- Singled Big Blasts (if the pump is plugged)
If any of the above guns are brought and for some reason underperform the reported/expected norms, we'll allow them on a case-by-case basis.
- All weighted projectiles (darts) must have a tip that completely covers the weight used. Exposed weights are to not be fired. If a dart is found that is missing its tip, exit the play area and throw it away or in the ass dart box.
Mandatory, no exceptions.
- If someone calls a hit on you, you take it like a man, unless you clearly saw it go past you. If this is the case, then calmly explain it and resume play.
- A hit is deemed as a shot that hits any part of the player or their gun, including ammo pouches, shoelaces, you name it.
- A shot that 'hits' is deemed as a dart that VISIBLY changes direction. If you watch the dart nick a person's shirt, hair etc. and continue travel in a reasonably straight path, it is considered a "graze" and does not constitute a hit.
- All guns count as gun hits except for the manta ray. No body armor for the purpose of shielding from darts is allowed. Only a manta ray in the hand of a user counts as a shield (NO manta ray body armor).
- Manta rays must be or be part of a WORKING gun to count as a shield. Regardless of the user's intent to fire it, the manta ray must somehow be capable of firing a legal projectile, whether that be via its built-in mechanism or via integration.
- When you are hit, hold your gun up in the air. Asking people if they are in or not takes too long and can mess people up. Make it OBVIOUS that you are out. If you are caught faking being out, you'll be asked to sit out the rest of the round. If it happens again, you'll be asked to leave.
- When it's time to come back in (when that is depends on the game type) yell "I'm in" loudly. Saying it quietly so opponents can't hear is considered faking being in or out.
- Number of lives varies, usually 3-5.
- When you're hit, you count to a predetermined number (usually 20). Last 5 numbers are counted out loud so others can hear you, and then "I'm in" is called.
- While hit, you can walk around and pick up darts so long as your gun remains visibly in the air.
Capture the Flag
- Unlimited lives
- If you are told you are hit while running with the flag, believe it and drop the flag immediately.
- No throwing the flag. Hand-offs are acceptable, but no throwing the flag is permitted.
- BOTH flags must be at your station to win. A trade does not constitute a win to either team.
- When hit, count to twenty and head towards a predetermined and marked spawn point which is NOT directly next to (but usually nearby) your own flag. If you get back before you finish counting, wait at the point until you are done and then call "I'm in". If you finish before you get back, you are still not in until you have touched the point and then called in.
- Both teams must know where both flags are at the beginning of the game. If the flag is down, it may or may not remain there. If the team who is guarding the downed flag chooses to, they may move it back to its original location, or elect to leave it where it is. No announcement need be made for this, but keep in mind that both flags must be at the ORIGINAL flag location to win.
Edited by badger, 07 July 2007 - 12:28 AM.