Don't be the jackass of Berget games!
The guys who shoot the teeth out did not have illegal weapons but the bullets were heavy. We will take this into consideration when we review the rules and safety regulation for future games. Had some kind of teeth protection been used this would have been avoided.
Thanks to the guy with the teeth for staying so calm through the whole ordeal and thanks to the civies for staying on the scene for chroning.
Whenever we have injuries in the field stay on the site until a gamemaster or securitypersonel have been able to check weapons and interview all who are involved.
Thanks to the guy with the teeth for staying so calm through the whole ordeal and thanks to the civies for staying on the scene for chroning.
Whenever we have injuries in the field stay on the site until a gamemaster or securitypersonel have been able to check weapons and interview all who are involved.
Last edited by NIN on 24 Jun 2010, 23:51, edited 1 time in total.
Churn/HQ Berget 11
Gamemaster Berget 9-10
Head of security Berget 6-8r
GM Spetznas Berget 5
Master SF, Berget 3
Tjetcheny Rebels Berget 2
Project Assistant Berget 1
Gamemaster Berget 9-10
Head of security Berget 6-8r
GM Spetznas Berget 5
Master SF, Berget 3
Tjetcheny Rebels Berget 2
Project Assistant Berget 1
- Trasher-HU
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Heavy BBs tend to produce "muzzle energy creep" and also retain more energy, so they pack more punch. As for the rules, the fix is simple, I think.NIN wrote:The guys who shoot the teeth out did not have illegal weapons but the bullets were heavy. We will take this into consideration when we review the rules and safety regulation for future games.
Change it to class 1-4.Current: The maxiumim bullet weight for class 1 - 3 is 0,30 g
B6 - NATO, Fox2, mech QRF
B7 - Orlov mercs, Bravo2, medic
B8 - Poldav 3rd Mtn, mech QRF driver
B9 - Poldav 3rd Mtn. recon, Romeo-2 SL
B10 - Poldav 21st Mech Sappers, SL
B7 - Orlov mercs, Bravo2, medic
B8 - Poldav 3rd Mtn, mech QRF driver
B9 - Poldav 3rd Mtn. recon, Romeo-2 SL
B10 - Poldav 21st Mech Sappers, SL
I can agree that supportweapons should not have moore than 0.30g BUT
i think that rules for Semi-snipers is getting rediculus. a semi-sniper (not PTW) should be able to chrone about 150 m/s and have heavier bullets then 0.30.
but thats another discussion perhaps?
i think that rules for Semi-snipers is getting rediculus. a semi-sniper (not PTW) should be able to chrone about 150 m/s and have heavier bullets then 0.30.
but thats another discussion perhaps?
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B6: Nato
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B12: Yuri Orlov Mercs QRF
B13: Ikaros Mech
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Depends on the teeth, really.
It's the same with shin too - some people are more easily punctured than others.
Normally, 0.8-1J is sufficient to knock out teeth and pierce skin.
There's a bunch of calculations here on how BB's of different weights maintain energy over distance when faced with air resistance.
http://mackila.com/airsoft/ATP/
Quite an interesting read, and it should help you figure out what distance you have to engage at for your BB's to impact at safe energy levels.
It's the same with shin too - some people are more easily punctured than others.
Normally, 0.8-1J is sufficient to knock out teeth and pierce skin.
There's a bunch of calculations here on how BB's of different weights maintain energy over distance when faced with air resistance.
http://mackila.com/airsoft/ATP/
Quite an interesting read, and it should help you figure out what distance you have to engage at for your BB's to impact at safe energy levels.
Veteran of 12 Berget Games
B6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
B18 - Red Mech
Walking is for plebs.
B6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
B18 - Red Mech
Walking is for plebs.
One rule could be: "don't aim for the head unless that's the only thing you see".
Ofc. there are situations where reactions gets the better of you and accidents might happen, but it's never a fun thing to get 10-20 bb's straight in the face from 6-7 meters.
Ofc. there are situations where reactions gets the better of you and accidents might happen, but it's never a fun thing to get 10-20 bb's straight in the face from 6-7 meters.
Berget 7 - NATO 1st Platoon
Berget 8 - NATO 2nd Platoon
Berget 9 - Poldovia 5th Infantry
Berget 10 - Poldovia 5th Infanty Recon Squad
Berget 11 - Ravens Guerilla
Berget 13 - Ikaros Mechanized, Hermes 3, Balder 4
Berget 16 - NAF Rangers, Bravo 2
Berget 8 - NATO 2nd Platoon
Berget 9 - Poldovia 5th Infantry
Berget 10 - Poldovia 5th Infanty Recon Squad
Berget 11 - Ravens Guerilla
Berget 13 - Ikaros Mechanized, Hermes 3, Balder 4
Berget 16 - NAF Rangers, Bravo 2
Well....this rule exists:madsvg wrote:One rule could be: "don't aim for the head unless that's the only thing you see".
Ofc. there are situations where reactions gets the better of you and accidents might happen, but it's never a fun thing to get 10-20 bb's straight in the face from 6-7 meters.
For me it is common sense not to give headshots, because i know how they can hurt, but accidents can always occur[/quote]Berget Events rules page wrote: For all weapons and ranges, head shots should be avoided as far as possible except where no other target is available.
B9: Pol. 320th Arty - Coy Cmd
B10: 45th Mountaineer Sappers ("Sapperneers") - Wiley 2-2
B11-B13: Serving the country
B14: UPIR - Righteous Employee
B10: 45th Mountaineer Sappers ("Sapperneers") - Wiley 2-2
B11-B13: Serving the country
B14: UPIR - Righteous Employee