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- Sep 29 2009 02:41 PM
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- July 1, 1986
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Posts I've Made
10 June 2009 - 07:45 PMI agree with all the above, especially about having a concise mission and weeding out the players who can't/shouldn't/won't be able to follow through. Even if this means your team is just you and 2 guys, then you're still sitting pretty good all told. Leadership skills take a very long time to build, and in my opinion the off-field leadership is the considerable bigger hurdle to tackle, and the less-written about one. Just take your time, don't expect the world out of yourself at first, and ease yourself into it.
As far as what to do at a practice? I'd say talk about what you want with your assembled group. Use this talk to weed out those who need weeding out, and keep an open mind for people contributing ideas that you may like. Once you get around to playing, try some organized scrimmages, and try rotating through people in any conceivable slot you may be thinking about. Yes, let somebody else try being the team leader too for the purposes of the exercise. See where people are comfortable, and adjust your practices accordingly, and most of all don't expect instant magic. Running a team is difficult, creating a team is like being in a German bondage movie. Want to get whipped to shreds, eat crap, and be generally tortured by your peers? then start a paintball team... lol
Oh, and there is no direct correlation between friends and good team members. I learned that the very hard way. And if I haven't scared you off yet, good luck
some stuff to be aware of too, good team members are not necessarily good players at first. IMHO it's preferable to take a so-so player but a great team member and have him be built up with us, because you can learn skill, you can't really learn attitude. Be aware of the following too:
- Gear does not make somebody a good player OR a good team member
- Neither does experience, particularly if they were on other teams
- If somebody is telling you why they'd be good on your team, they are most likely exaggerating, outright lying, or delusional! Don't believe talk until you see it backed up!
- Age is absolutely not an indicator of maturity. One of the biggest problem children on my last team was 32 years old, had his own fantastic setup and had paintball in his veins. But, he was a jerk. My 14 year old brother usually plays with a rental, has little skill, but is a great addition to our team because his attitude makes him great to have working under you. (Plus, it's hilarious to use him as the sacrificial goat and the go-for)
15 April 2009 - 06:06 PM
QuoteHe's not saying that SO should sell anything. It's a request so that the tankers -and all variants there of- on here would have a designated place to chat and get/give advice.
Ah, ok. As somebody whose spent a lot of time dreaming about a tank, I can get behind that.
QuoteA friend of mine owns a '76 4WD Dodge PowerWagon. It's old, it's beasty, and it's already green. We want to turn it into a quick-loading/unloading APC, with room for at least five passengers and a top-mounted MG. Does anyone have any good ideas on how to make this?
At the risk of sounding negative, I'm almost sure that most fields don't allow tanks made out of road vehicles after '95 or some year around there. I think it's a liability thing, not sure how many fields actually follow that, but I saw it somewhere. I know Skirmish USA says that people in a tank are neutral outside a tank, so there an APC would be useless. I don't know how other fields would feel about that. The same would go with having a top mounted MG, field limits on full auto being what they are.
That having been said, from what I've seen a larger tank almost always have a traversing turret. Generally, the smaller ones have a fixed gun for the driver in the front, so there's no designated gunner. Smaller=easier to build, easier to handle, easier to transport, and importantly, easy to afford, lol
15 April 2009 - 03:02 PMIt seems frivolous, most of the SO "positions" are complete and utter crap. Allowing motivated players to classify themselves and overthink the game.
If you want to build a tank, then build a tank. There's a healthy and vibrant community of tankers out there somewhere in the dark recess of the internet, I assure you. Besides, it's so out of the reach of the average person, a marketing campaign could only end badly in this economy. What would SO sell? Tanker's boots?!?
15 April 2009 - 02:14 PMThen I think you have your solution. If you tell your guys "take turns being in charge", from what it sounds like, they would go with it and eventually get it. Just my 2 cents though, take what I say with a grain of salt.
13 April 2009 - 10:30 AMWell, look at this from your team's leader's point of view. I've been in a similar role a lot.
Of the people that joined my team, roughly 80% of them came in hyping themselves up as either "crazy assault maniacs", or the less aggressive ones talking up their "sniping" ability. I've raised an eyebrow at many people in these situations, because they usually have trouble putting their money where their mouth is. If you were picked up by the team to take point, then that's what they need!
As I understand the class (which I put absolutely 0 stock in), the "light rifleman" is supposed to take point. There's no reason a stealthy dude can't take point. Hell, there's no reason anybody can't do anybody's job. So, just try using what you have and being out front. If after a bit you don't feel like it's clicking, diplomatically tell your commander that you'd be able to contribute more as a sniper. Then, ask him to do a few games to demonstrate that you're not all talk. I'm willing to give you the benefit of the doubt here and guess that you're an actually decent ambush player and not an idiot.
As a commander myself, I'm inclined to zone out while people brag about their skills and their equipment, because it usually is a gross exaggeration. I don't blame him for initially writing you off. I also really don't believe "snipers" exist in paintball except in rare cases. Don't take it personally.
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