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 op BROWNHILL 2

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MesajSubiect: op BROWNHILL 2   Dum 23 Feb 2014 - 18:07

Rezumarea primului mesaj :

sal
suntem invitati de BIG1 SERBIA la OP BROWNHILL
https://www.facebook.com/photo.php?fbid=652005724857316&set=a.138855756172318.24880.100001436838794&type=1&theater
va fi un joc 100% milsim , de 1 zi , pe 30 martie
inca nu am alte info referitoare la locatie , tarife , echipe...
organizatorii lucreaza la asta
mi s-a spus ca va fi hard-core game
care sunetti amator de asa ceva , care credeti ca vreti si puteti , va astept
daca va fi TF vom merge pe http://airsoftarad.forumgratuit.ro/t1118-tf-gear
daca va fi RONIN / PMC , mergem pe http://airsoftarad.forumgratuit.ro/t1119-pmc-gear
astept sa-mi spuneti care-ce-cum , ca am fost intrebat cam cati dorim sa venim
out



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MesajSubiect: Re: op BROWNHILL 2   Mier 26 Feb 2014 - 15:28

ELECTRO a scris:
Eu pot veni cu mazina daca trebui.Personal as alege rolul de shogunul beat.

 cheers  ma alatur si eu  Very Happy 
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MesajSubiect: Re: op BROWNHILL 2   Mier 26 Feb 2014 - 20:27

PANA IN 10 MARTIE LA ORA 22.00 VA ROG SA-MI COMUNICATI CEI CARE MERGEM. PRIN PM O SA VREAU DE LA FIECARE PARTICIPANT
-NUME SI PRENUME
-SERIE SI NUMAR BULETIN
-DATA NASTERII
-ADRESA
eu voi trimite in aceeasi seara la sarbi situatia , si voi cere cont pentru a transfera banii. bani pe care sa mi-i aduceti pana in 10-11 martie. 20 euro/individ
ms



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MesajSubiect: Re: op BROWNHILL 2   Mier 26 Feb 2014 - 20:30

eu vin cu fierul. iau din cris pe STORM , BLACKFOX si HELLBOY



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MesajSubiect: Re: op BROWNHILL 2   Mier 26 Feb 2014 - 21:56

Asa ca fapt divers totusi, cum e la vama? Mai stiti pe cineva cine a fos? Sau ceva de genu. Nu de alta da aa stim la ce ne asteptam.


God speed!


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MesajSubiect: Re: op BROWNHILL 2   Joi 27 Feb 2014 - 6:56

grandpa a scris:
Asa ca fapt divers totusi, cum e la vama? Mai stiti pe cineva cine a fos? Sau ceva de genu. Nu de alta da aa stim la ce ne asteptam.

Am vb cu un coleg, care frecventeaza des Serbia, si a zis ca nu este nevoie de pasaport.


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MesajSubiect: Re: op BROWNHILL 2   Joi 27 Feb 2014 - 7:31

grandpa a scris:
Asa ca fapt divers totusi, cum e la vama? Mai stiti pe cineva cine a fos? Sau ceva de genu. Nu de alta da aa stim la ce ne asteptam.
la vama e cald si bine



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MesajSubiect: Re: op BROWNHILL 2   Joi 27 Feb 2014 - 20:42

OPERATION BROWNHILL 2



RULES FOR SHOT/HIT RECOGNITION

Hit at any part of the body, weapon or equipment of the player, is considered a hit.

When shot, the player stays in place and drop into the lying, or if not able, sitting, squatting position!

Each participant must have red or orange cloth for marking that it has been shot, of minimal dimensions 40x40 cm. The same will be put on the head when hit.

Silent kill (by touch or rubber knife) must be made in physical contact with an opponent and last for 5 seconds! The player being killed in this way does not show any resistance, and does not give any signs to his teammates!
He remains in place, marked with red or orange cloth, and after 5 minutes goes to hospital.

Every kill by “calling out” (in order not to shoot at close range) can be done only if the opponent is not holding a gun "in ready position", and not toward the player who calls out. In the case of “calling out” the player with face and weapon turned to an opponent who is calling out, it is considered that the two opposing players are both hit. The player, who calls out, must see the opponent, weapon and head out of cover, toward a player he’s calling out. Every kill by “calling out” can be done from the distance up to 3m or closer, if further than 3m, you can shoot the opponent, and this is considered as regular hit and the player who has been shot has to declare himself shot and to put himself in laying or sitting position.

In the case when opponents shoot simultaneously and both of them hit an opponent, it is considered that they are both shot!

Each shot player must say aloud that he was shot and repeat it several times if the attacks still continue (in the case opponent didn’t hear) and must clearly put weapons in non-combat position so that it is visible (raise it up) or raise up the hands, and in the shortest possible time put sign on the head.


In case of any deliberate non recognition of the shot, seen by a moderator, means automatic exclusion of the player from the game.

In the case that a player thinks that he has shot the opponent and the opponent does not declare to be shot, it is not solved verbally, but by continuous attack to the opponent until he declares the shot.

Each verbal discussion and physical contact between players is strictly forbidden and punished by exclusion from the game.

The objections for not declaring the shot are to be told to the closest moderator who will noted and the organizer has the right to use this information afterwards for his selection whom to invite to the next game, and can also publicly say that.

It is advised, whenever possible, not to shoot the opponent in the head.

The shot player must stay at the spot in laying (sitting or squatting) position, so not to disturb other participants , until being cured or taken to the recovery zone (hospital), after 5 minutes.

It is not allowed that shot players stand up or walk, except when walking to the recovery zone (hospital), which should be done as quickly as possible while trying not to disturb the course of the game.

It is not allowed to use the shot player as cover or to interfere with them, in order to hide.

It is not allowed to communicate with the shot players, except from the medic person.

The shot player must not go to the medic person alone, but must be dragged or taken by his teammates. Or the medic will approach to him.
After correct medical treatment, the opponent players can be captured.

The weapon from the captivated player is taken from him during the medic treatment period and is taken to his hospital where he can be held for a 1 hour, afterwards he can go first to his hospital and then to the game.

Captivated player empties his weapon willingly (magazine must be out of the weapon) he cannot use it because he’s considered unarmed and will not run away because he is considered to be tied.

ALL RULES ARE EXPECTED TO BE RESPECTED ACCORDING TO THE HONEST PLAYERS INTENTIONS TO PARTICIPATE IN THE RIGHTEOUS FIGHT WHERE THE BETTER OR LUCKIER SHOULD WIN!







THE MEDIC RULES / HEALING

Medics must be determined and reported at least ten days before the game.

Each participant must have a cloth, red or orange in color, at least 40x40 cm in size, to be marked when they are shot.

There will be one medic for every 10 players.

Every medic, before the game, must have a clear indication of their role on their sleeve (Red Cross on a white or camouflage / olive / beige background).

Each medic must have first aid backpack (10 + liters) in which he will carry medical supplies.

Every medic, before the start of the game, will receive:
1. Equipment to give a treatment (the usage of it will be explained)
2. Identification plates for type of an injury
3. Map with an explanation of types of injuries and types of treatments
4. Marking material for mobile recovery zone (hospital) - optional
5. Stretchers for the wounded - optional

Players that received the hit (an injury), at the time when medic approaches them, or when they are pulled to the location where the medic is located, they must select one of the given identification plates (item 2), randomly, without priory reading them. Then the medic opens the identification plate, which reads the label of an injury, and on the map with the explanations he determines the type of treatment for that particular type of injury.

Depending on the label on the selected plate, medic starts with a particular type of treatment.

Types of hits defined on the identification plates:

1. This means that the player is almost uninjured and after tying the bandage on his equipment, he is back in the game.
2. This means that the player is fatally shot and automatically goes to a recovery zone (hospital).
3. This means that the player has a minor injury, and the medic will tie a bandage around his arm and perform a two minute treatment, before he gets back in the game.
3. This means that the player is severely injured, and the medic will tie a bandage around his leg and perform a three minute treatment, before he gets back in the game.

In the case that the medic, during the procedure, finds that he must act on an opponent, the intervention on the injured player must be stopped, and after completion of an action on the opponent, medic must repeat the treatment from the beginning, depending on the type of treatment.

Only one medical treatment is allowed per player, after the player has been shot for the second time, he goes to the recovery zone (hospital).

That zone is the only place where it is allowed to take off the bandage.

Players that are injured by mines, explosives, mortars and aircraft bombs, automatically go into the recovery zone (hospital).

Players that received a silent kill, with a rubber knife or by a touch on the shoulder or similar, also automatically go into the recovery zone (hospital), but must previously, without giving a warning signs, wait motionless in their place for five minutes.

Time while the medic must reach the injured player, the "bleeding time", is five minutes from the time the player has been hit. If it does not happen within five minutes, it is considered that the player has bled out, and he automatically goes into the recovery zone (hospital).

Recovery Zone (hospital) is located in the defined locations of the opposing sides.

Stretchers can be used in missions to carry the injured players, so that the players will be taken on a stretcher to the recovery zone (hospital), and upon arrival in the hospital, they will get out of it and back into the game, no matter at what time they came in the hospital.

There may be a movable zone (hospital), which is made by placing marks, which are received from the organizers at the beginning of the game. These marks are given to every commander of a fraction, and he can use it when he finds it appropriate. Every fraction may set up one movable zone (hospital). The next movable zone (hospital) can be made only after the previous one is removed. Each fraction can have only one movable zone (hospital) at a time.

From the recovery zone (hospital), players leave every half an hour (at 12:00, 12:30; 13:00, 13:00, etc.), regardless of when they entered it!

Injured medic can be cured by any other player, which must follow the above procedure and use the equipment that is owned by the medic, but only if the medic pulled the identification plate that indicates a type of hit number 1 or 3 (minor injuries).

Each side may captivate an opponent by giving him the medical treatment by their medic, but only if he has chosen the identification plate which reads 1 or 3 (minor injuries), and if there has been less than 5 minutes after he has been shot and the medic has not reached him yet.

Treatment of an opponent lasts for 5 minutes and it is done by placing the bandage around his chest (full circle around the body).

The captured players are being disarmed during the treatment and after that taken away in the opponents hospital, where they can be held for 1 hour, after which they are allowed to return firstly to their hospital and then in the game!

In the case of capturing the medic, the procedure is the same as for capturing any of the players, with addition that the medic can be deprived off all the material for giving a treatment, which can be used for the treatment of players from the opposing fraction.

Captured medic, after arrival at his own base, has to manage to obtain the new equipment (from his fellow medics, or by capturing the opposing medic).

IMPORTANT WARNING: Moderators have the right to verify the compliance with above rules in any given time. EVERY non-compliance with the above rules automatically means being expelled from the game!

ALL RULES ARE EXPECTED TO BE RESPECTED ACCORDING TO THE HONEST PLAYERS INTENTIONS TO PARTICIPATE IN THE RIGHTEOUS FIGHT WHERE THE BETTER OR LUCKIER SHOULD WIN!







TERMS OF USE OF REPLICAS AND MAGAZINES

Only the use of the mid and real (low) - cap magazines is allowed, except for the support weapon (machine guns)
• Mid cap frames can be charged only up to 60 BBs or two magazines with one small (120 BBs), speed loader
• Real (low) - cap magazines are allowed to fully recharge.
Weapons for support can use hi-cap magazines, but only for 300 to 500 BBs (standard hi-cap magazines replica of appropriate type). It is not allowed to use the drum and a box with the magazine capacity over 500 BBs.

You are allowed to have an unlimited number of magazines (except for the weapons for support, which are allowed to a maximum of two magazines) charged according to this instruction.


Recharge on the field is only possible from the box you will carry with yourself, or placed in certain locations, vehicles, containing bags of 60 BBs of the appropriate caliber, which will be printed on the bags (7.62, 5.56 and 9mm ).

The amount and type of BBs that they will carry with themselves to recharge on the field is determined by the team, according to their needs and before setting off to a mission. Ammunition is issued from the warehouses with ammunition provided by the organizer, as well as BBs which will be packed and labeled in packets (7.62, 5.56 and 9mm). Depending on the replica you use it is only possible to use the BBs from the appropriate labeled bag, depending on the caliber.

It is allowed to capture and use of boxes from the opposite side. BBs found in the boxes should be given to a nearest moderator and returned to the owner.

BBs are 0.25g. It will be provided and packed initial amount at the beginning of the meeting.
For further recharges, on their initial positions and bases, participants will get bags marked with proper caliber which will be charged (with 60 BBs) from its own resources.


This refers only to the BBs to be recharged on the field; all other recharges out of the field are done from the participant's own resources.

On the field, it’s not allowed to carry any amount of BBs (except in the magazines) for the recharge, except from those in boxes, packed in the proper bags.

*Only sniper replicas that use BBs heavier than 0.30g are exempt from this rule. Participants can carry with themselves an extra speed loader with 120 BBs, and electric and spring guns that use balls of 0.12g. They may also carry extra speed loader from 120 BBs.

In all other situations, above described, IT IS NOT ALLOWED to carry speed loaders charged, but only uncharged, as well as the magazines charged with more than 60 BBs.

This rule is designed as more faithful simulation of real conditions. They cannot handle an unlimited amount of ammunition and recharged at any time, but if the organization of the team is good, reserve of ammunition is to be carried with them in the appropriate boxes, and the corresponding estimated calibers team needs. Therefore, if any caliber goes, you cannot use any other, but only adequate. We chose the three most common calibers by the replicas.

IMPORTANT WARNING: Moderators have the right to check the capacities, quantities and the type of the BBs of all participants, at any time. EACH and EVERY disrespect of the rules results in the participant’s exclusion from the game.







OUTPUT SPEED OF BBS AND USE OF REPLICAS AND OTHER EQUIPMENT


Allowed output speeds of replicas are:

Secondary weapons (pistols, revolvers...)
The velocity at the exit of the barrel.................................................. to 300 fps
Restrictions: Allowed single and full auto fire. There are no restrictions in the distance, location and method of use.

When using it, always bear in mind the meaningfulness of an engagement at ranges less than 10 m, shooting from the close range and hits to the head.

Assault rifles (all types of assault replicas with the full auto fire AK, M4 ...)
The velocity at the exit of the barrel............................................. to 400 fps
Restrictions: Allowed single and full auto fire. The auto fire is not allowed at ranges of less than 10 m. In the indoor facilities only the single fire allowed.

When using it, always bear in mind the meaningfulness of an engagement at ranges less than 10 m, shooting from the close range and hits to the head.

Support weapons (machine guns)
The velocity at the exit of the barrel................................................... to 450 fps
Restrictions: Outdoor use only (it is allowed to shot to the object and act from the inside to the outside). Not allowed at ranges of less than 15 m. Recommended possession of a secondary weapon.

When using it, always bear in mind the meaningfulness of an engagement at ranges less than 15 m, shooting from the close range and hits to the head.

Sniper weapons - semi-auto (electric, gas, CO2)
The velocity at the exit of the barrel................................................... to 500 fps
Restrictions: Single fire only. Outdoor use only (it is allowed to shot to the object and act from the inside to the outside). Not allowed at ranges of less than 15 m. Not allowed to fire a BB while the previous is still in flight. Mandatory possession of a secondary weapon. Mandatory possession of a replica optics with a minimum of 3 times magnification.

When using it, always bear in mind the meaningfulness of an engagement at ranges less than 15 m, shooting from the close range and hits to the head.

Sniper weapons - which are cocked after each shot (spring, gas, CO2)
The velocity at the exit of the barrel........................................................ 600 fps
Restrictions: Single fire only. Outdoor use only (it is allowed to shot to the object and act from the inside to the outside). Not allowed at ranges of less than 20 m. Not allowed to fire a BB while the previous is still in flight. Mandatory possession of a secondary weapon. Mandatory possession of a replica optics with a minimum of 3 times magnification.

When using it, always bear in mind the meaningfulness of an engagement at ranges less than 20 m, shooting from the close range and hits to the head.

Regulations must be respected and any violation of the same means being expelled from the game!

Organizer requires that each participant be personally responsible for his own replica, and that the replica satisfies the above regulations and each participant will sign this prepared agreement before the game!

Everybody who disagrees to sign the agreement will not be allowed to participate in the game!

Prior to the game the checks of the velocity of BBs at the exit of the barrel will not be conducted, unless somebody is not sure of his replica and then his replica will be checked before the signing.

During the game, the moderators will have the right to, without any explanation, randomly or intentionally, to test either of the replicas inside of hospital or within a base!

In the event that it is determined that a replica exceeds the set values, the participant will be considered severely violating the rules and will be suspended from the game!




Air strike:
Certain fraction in a given time (provided by the organizer) has the ability to use the air strike.
Determination of an airstrike is carried out with a maximum of 150 m from the location where the strike will hit.
Point of action is announced to the moderators over the radio.
Moderator goes to the specified location and by loudly yelling three times - AIR STRIKE - and by blowing the whistle, announces that there was an air strike, then looks at the unit (if any) in this area and after 3 seconds from declaring the strike, throwing the firecracker, marks the decline of a falling bomb and shows who was shot by it! Everyone in the zone of action may, within that 3 seconds change their position or take a better shelter (because they do not know where the imaginary bomb falls) and the moderator will declare and show who was hit within 40 meters. The players that are hit by the air strike immediately go to recovery zone (hospital).

Mortar attack:
Certain fraction in a given time (provided by the organizer) has the ability to use a mortar attack.
The attack will be carried out in a way that they will bring the mortar and set it in the battle position, maximum 100 m from the planned point of action. Then they will determine the point of action on the map and notify a moderator who will notify the other moderator who is at that location, or will go to a location of point of action to monitor further events! Moderator closer to the mortar then gives permission for the action, and then a firecracker is inserted in the mortar barrel (given by the organizer) and its explosion shows to all participants that the mortar is firing. Moderator in the point of action, if the coordinates were properly determined, looks at the unit (if any) in this area, and after 5 seconds from the moment of firing declares the fall and who is hit by mortar attack! Everyone in the zone of action may, within that 5 seconds, change their position or take a better shelter (because they do not know where the imaginary mine falls) and the moderator will declare and show who was hit within 20 meters. The players that are hit by the mortar attack immediately go to recovery zone (hospital).
The amount of the mines (firecrackers provided by the organizer) for the effect of mortar, depends on the skill of the rebels to find or buy them in the field.
Point of action is announced to the moderators over the radio.

Mines and grenades:
AS mines and grenades are allowed to use, but with prior approval of the organizers.
Hits for activating mines and shells:
- Ejecting BBs (player hit by BBs considered to be shot / dead)
- Tone signal (the player who is found during the tone activation in the circle of 5 meters, is considered shot / dead)
- Marked mine (mine field), (a player who is found during activation within a circle of 5 meters, is considered to be shot / dead). These mines can be removed from the game at the very beginning of the game by the designated engineers. He alone shall approach such mine and defuse by being in contact with it for at least 10 minutes. During this time he’s not allowed to act against the enemy. The engineer can set the mine to a different location in the same way.

Vehicles:
Certain side in a given time (provided by organizers) have the ability to use vehicles that will be included in the game.

The maximum speed limit for vehicles is 20 km / h.

Players in the vehicle can open fire, as well as opposite side on them.

The vehicle can be destroyed only by: grenade, mine or mortar fire. All players who find themselves in the vehicle during destruction are dead and automatically go to recovery zone (hospital). Destroyed vehicles cannot be used in the next 30 minutes.
It is possible to capture the vehicle if not previously destroyed.

Captured vehicles can be used for the purposes of its missions.
Vehicles will be supervised and managed by a moderator.


ALL RULES ARE EXPECTED TO BE RESPECTED ACCORDING TO THE HONEST PLAYERS INTENTIONS TO PARTICIPATE IN THE RIGHTEOUS FIGHT WHERE THE BETTER OR LUCKIER SHOULD WIN!





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MesajSubiect: Re: op BROWNHILL 2   Lun 3 Mar 2014 - 11:47

joc frumos domnilor...pare destul de OK din cate am citit... bounce  bounce  bounce 
as fi venit si eu daca eram in ASAR
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MesajSubiect: Re: op BROWNHILL 2   Lun 3 Mar 2014 - 15:15

Sad 



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MesajSubiect: Re: op BROWNHILL 2   Lun 3 Mar 2014 - 15:45

@BALA:

O rugaminte: sa intebi pe camarazii sarbi, daca viteza se masoara cu bila de 0.2 sau munitia care o foloseste fiecare, ca daca se masoara cu 0.2, trebe sa fac downgrade  Crying or Very sad 


God speed!


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MesajSubiect: Re: op BROWNHILL 2   Lun 3 Mar 2014 - 15:59

grandpa a scris:
@BALA:

O rugaminte: sa intebi pe camarazii sarbi, daca viteza se masoara cu bila de 0.2 sau munitia care o foloseste fiecare, ca daca se masoara cu 0.2, trebe sa fac downgrade  Crying or Very sad 
peste tot se masoara cu 0,2 gr
asa ca , FA!



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MesajSubiect: Re: op BROWNHILL 2   Lun 3 Mar 2014 - 17:34

FAC, ca nam alta varianta  Very Happy 


God speed!


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MesajSubiect: Re: op BROWNHILL 2   Mar 4 Mar 2014 - 7:36

FA!



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MesajSubiect: Re: op BROWNHILL 2   Sam 8 Mar 2014 - 21:38

NU UITATI!
cei ce merg in serbia , MAINE sa ma caute cu 20 euro si datele cerute



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MesajSubiect: Re: op BROWNHILL 2   Lun 10 Mar 2014 - 9:26

Traducere/Rezumat/Parti relevante noua

Dress code:
PMC
-pantaloni/bluza diferite
-bluza recomandata neagra
-pantaloni recomandati non-camo (e voie si camo)
-pe cap palarii civile (non-camo), baseball, fular, gol
-veste tactice non-camo


Regulament replici:
1. Pistoale - 300fps 91,44mps - *semi & auto

2. Asalt - 400fps 121,92mps - *semi & auto *single sub 10m *single in cladiri

3. Suport - 450fps 137,16mps *interzis sub 15m *interzis in cladiri

4. DMR - 500fps 152,4mps *semi only *interzis sub 15m *1 bila in aer *sidearm obligatoriu *optica 3x+ obligatorie

5. Sniper - 600fps 182,88mps *bolt action *interzis sub 20m *1 bila in aer * sidearm obligatoriu *optica 3x+ obligatorie

Despre incarcatoare si munitie
-mid/real only
-max 60bb in orice incarcator
*suport max 500bb
-incarcatoare nelimitate la tine
*suport max 2
-reincarcarea pe teren permisa doar din 'cutia' purtata de squad, sau 'cutii' gasite pe teren
-cutiile contin bile de 0.25, marcate 9mm/5.56/7.62
-poti captura 'cutii' inamice, dar sa le returnezi staffului
-off field poti incarca din bilele proprii (respawn?)
-interzis bb-loader plin la tine
*sniper/dmr care foloseste munitii mai grele de 0.30, pot purta 1 bb-loader de 120bb

Medic:
-medicii trebuie desemnati cu 10 zile inainte de joc
-1 medic la 10 oameni
-cruce rosie pe umar
-backpack 10l+ care va contine echipament pentru healing
-medici pot fi vindecati de jucatori

Vindecare/Tratament:
-toti jucatorii, death-rag rosu/portocaliu 40x40cm
-5min bleeding time
-jucatorul ranit, alege un cartonas, la intamplare, de la medic, pe care sunt trecute diferite rani
*rani: 0min tratament, 2min tratament, 3min tratament, fatale
*mine, exploziv, mortar, airstrike = rani fatale=no bleeding time
*silent kill - nu chemi medic/nu vorbesti/nu strigi mort - pui death rag, stai 5min, si pleci la spital
-daca tratamentul este intrerupt de angajare, se reia de la 0 (numaratoare, nu aleasa alta carte)
-1 tratament/jucator
-doar la spital se dau jos bandajele
-un jucator dus pe targa la spital, intra instant inapoi in joc

Capturare:
-inamici se captureaza prin vindecarea de catre medic
-aceeasi procedura cu cartonase, daca se alege un cartonas non-fatal, tratamentul dureaza 5min
-cel capturat scoate incarcatorul din arma
-se bandajeaza imprejurul pieptului
-captivii stau 1 ora la spitalul nostru, dupa care se intorc la spitalul lor
-daca se captureaza medicul, i se confisca materialele
-materialele medicale nu se restituie (de catre inamic) si nu se suplinesc (de catre organizatori)

Moarte:
-corp, echipament, arma = hit
-cand esti lovit, strigi HIT, lasi arma jos (pe sling), te pui jos si iti pui death rag
-bang valabil doar daca inamicul nu are arma pregatita
-bang valabil doar sub 3m
-la intalnirile fata in fata, bang = ambii jucatori sunt morti
-la intalnirile fata in fata, daca amandoi trag si nimeresc, amandoi sunt morti, indiferent care a tras primul
-ranitii pot fi carati la medic

Airstrike:

-factiunea alege unde va avea loc un airstrike
-un moderator merge acolo si fluiera de 3 ori/striga de 3 ori airstrike
-dupa 3 secunde arunca cu o petarda (timp in care poti sa fugi/sa te adapostesti)
-dupa petarda, in raza de 40m moderatorul arata cine este atins
-moarte prin airstrike = spital

Mortar:
-mortarul se instaleaza la 100m de tinta
-se trimite un moderator la locul tintei
-se detoneaza o petarda in mortar
-dupa 5s moderatorul arata cine a fost atins in raza de 20m

Mine si grenade:
-prea aprobate de organizator
-mine care emit sunet, 5m in jurul minei = mort
-mine steag, trebuiesc activate, raza 5m
*pot fi dezactivate de ingineri la inceputul jocului (10min dezamorsare)
*pot fi repozitionate de ingineri

Vehicule:
-se poate trage din/spre vehicule
-vehiculele se distrug prin grenade/mine/mortar
-pasagerii morti merg direct la spital
-vehiculele se captureaza prin eliminarea pasagerilor (fara distrugerea vehiculului)
-vehiculele distruse sunt in afara jocului timp de 30min

by veverita_bc & avocatul31


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MesajSubiect: Re: op BROWNHILL 2   Lun 10 Mar 2014 - 20:54

DESPRE CAZARE
am vb cu EI. ni se asigura LOC in care sa ne montam cortul. asa ca , CORT +SAC DE DORMIT+ HAINE CALDUROASE



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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 11:11

ok, acuma sa va intreb, sigur vreti pmc? Smile


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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 11:18

Memphis a scris:
ok, acuma sa va intreb, sigur vreti pmc? Smile
pai?



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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 11:43

BALA a scris:
Memphis a scris:
ok, acuma sa va intreb, sigur vreti pmc? Smile
pai?
Fara vreun motiv anume.. sondaj pe ultima suta de metri. Very Happy


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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 15:16

Memphis.. sry dar inca nu am o tinuta de primavara pt doua zile, probabil nici HellBoy si nici Liviu. in schimb la PMC pot sa imi pun lejer pt fiecare zi de joc alta tinuta fara sa ii suport mirosul celei purtate cu o zi inainte Smile
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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 22:02

EU VREU GHILIE


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MesajSubiect: Re: op BROWNHILL 2   Mar 11 Mar 2014 - 23:18

le-am comunicat azi sarbilor ca intentia noastra este sa venim ca PMC. cum am raspuns , va info.



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MesajSubiect: Re: op BROWNHILL 2   Mier 12 Mar 2014 - 6:18

am primit ultimele info
1. o sa fim PMC
2. o sa fim 10 jucatori ce mergem



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MesajSubiect: Re: op BROWNHILL 2   Mier 12 Mar 2014 - 15:03

Echipamentul ramane: blugi albastri, tricou/soft shell negru si harnasamentul CB?

Nu de alta da ar fi frumos sa fim toti cat e cat la fel


God speed!


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MesajSubiect: Re: op BROWNHILL 2   Mier 12 Mar 2014 - 19:22

grandpa a scris:
Echipamentul ramane: blugi albastri, tricou/soft shell negru si harnasamentul CB?

Nu de alta da ar fi frumos sa fim toti cat e cat la fel
DA



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