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PFD247

Member Since 09 Sep 2009
Offline Last Active Oct 31 2013 10:25 AM
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Splatter Park (spring big game)

02 May 2012 - 08:38 PM

SPLATTER PARK SPRING BIG GAME MAY 6TH, 2012


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The Story:
We must destroy in order to rebuild. In order to have peace we must prepare for war. Times are simple enough now –a-days, but the fear of being destroyed by our own or other Government is quite frightening. One day we will probably have robots in our kitchens to make our meals. One day we will probably have big brother with watchful eyes in the Heaven's looking down on our every move. We might even have electronic reconnaissance in our own homes that track our every thought and will probably know what we will do before we can even think it. Thanks to Government contractors, we now have a vault to survive in when we get nuked. Room enough for thousands of people they tell us. They are here to help us; I am so relieved to know that they really do want to help us. Time to think ahead a couple of centuries and see what life will be like…


The Enclave (BLUE TEAM):
During the Cold War, the fear of communism triggered the establishment of the Enclave, one of several 'off the books' government agencies designed for the express purpose of preserving American ideological "purity." These shadow agencies were allowed a very large degree of freedom to enforce their cultural policies.

When the Great War began and ended on the same day, the Enclave suddenly found itself free of petty concepts like 'ethics laws', 'constitutions', or 'morals'. It could now pursue its plan for American cultural purity with impunity. However, the America the Enclave found after the war was very different than the one it had hoped to find. When a manufacturing facility for the Forced Evolutionary Virus (which had not yet been perfected) was struck by a nuclear warhead, the force was such that the virus was actually integrated with the Earth's atmosphere. This meant that every living creature was now having its genes modified with each breath it took. The Enclave decided the best course of action would be to 'start over', and planned to create a new virus that would target and kill subjects of the old virus. This would mean anything left would be pre-war 'pure', and thus fit to exist.


The Vault Dwellers (ORANGE TEAM):
Sometime before the Great War , the United States government surmised that nuclear war with China would be inevitable. As such, it set about a three-step program to ensure the Union would not fall even in after Apocalypse.

First, there was the development of the "Forced Evolutionary Virus". Second, the construction of a grand space-faring vessel, that we might spread our culture to the stars and leave the Earth to rot. Third was the Vault program. The Vaults actually held a dual purpose; while some "control" vaults were genuinely meant to preserve slices of American culture and genetic diversity, others were cruel social experiments meant to give the government a controlled glimpse into various environmental and social variables that may be factors in space travel or post-apocalyptic survival. For example, one vault was left deliberately under-shielded from the radiation of nuclear war. Because of these variables, the personalities, beliefs, and even appearances of a vault's inhabitants may vary greatly from vault to vault. They are aligned – at least officially – with the Enclave. However, this allegiance is usually only known amongst each respective party.

Timeline

·9:30 GAME BEGINS:

Capture the flag between Orange & Blue. Capture the Flag is continuous until 3:30pm. A successful capture and hang awards your team 600 points. Referees will return flags to respective bases to maintain continuous game play. The Enclave (Dark Forest) hosts the Blue Base Camp. The Vault Dwellers (Sniper's Hollow) hosts the Orange Base Camp. You are prohibited from touching or possessing opposing team's flag or props.

·10:15 Secure the Vault: Dark Forest

OT Vault Dweller's Mission – Vaults have been constructed and a FEV (Forced Evolutionary Virus) has been dispatched. Dominate the Vaults and transport the recipe for the FEV to the neutral zone for extra team points. You must also try to eliminate the Enclave to prevent them from destroying the FEV. 1000 points.

BT The Enclave Mission – Eliminate all Vault Dwellers who are trying to transport the FEV. While trying to retrieve FEV, you will have an ongoing battle trying to dominate the Vaults. You must accomplish this futile mission without prejudice. Claim your ground and FEV for disposal to the neutral zone. 1000 points.

·11:15 The Great War: BattlePort

OT Vault Dweller's Mission – There are countless caches of food & weapons in the seaport. Your team must find and successfully capture at least 4 caches of supplies and bring them back to your base camp to ensure you can survive the holocaust. 1000 points. You can also gain points by destroying the caches. Plant a "bomb" in enemy's container to "destroy" container and their cache. Each "bomb" placed in containers are worth 500 points each. "Bomb" must be undisturbed for 10 minutes to designate respective container is "destroyed".

BT The Enclave Mission – There are countless caches of food & weapons in the seaport. Your team must find and successfully capture at least 4 caches of supplies and bring them back to your base camp to ensure you can survive the holocaust. 1000 points. You can also gain points by destroying the caches. Plant a "bomb" in enemy's container to "destroy" container and their cache. Each "bomb" placed in containers are worth 500 points each. "Bomb" must be undisturbed for 10 minutes to designate respective container is "destroyed".

· 12:15 FALLOUT: Lost Temple

OT Vault Dweller's Mission – Many years have passed and we have a few that have survived. Mutants, ghouls, and other evolved beings have made life harsh in these wastelands. There is a transmitter located in the crashed plane that many think is powerful enough to communicate with beings on the Mothership. Capture the transmitter and bring to base camp to establish communications. 1000 points. There is also a "black box" that contains valuable information about the dialogue of the Enclave's failed mission. Take "black box" to neutral zone for an additional 1000 points.

BT The Enclave Mission – Your team needs to protect what is yours. Destroy the transmitter by capturing it by bringing it back to your base camp for disposal. 1000 points. There is also a "black box" that contains valuable information about the dialogue of past missions. Take "black box" to neutral zone for an additional 1000 points.

·1:15 Famine: Fort Buckeye

OT Vault Dweller's Mission – Starvation. Nothing grows from sea to radioactive sea. Now that you know where the Nuka-Cola Headquarters are; you are destined to take it over so that it is controlled by Vault Dwellers. Game of domination. 500 points per 15 minutes of control of Fort. Appropriate team flag must be raised to signify control.

BT The Enclave Mission – Word on the streets is that the uprising of the Vault Dwellers are out of control and you must protect Nuka-Cola's Headquarters at all cost. Game of domination. 500 points per 15 minutes of control of Fort. Appropriate team flag must be raised to signify control.

·2:15 Water Data: Ambush Alley

OT Vault Dweller's Mission – Bottle caps are backed by water. The only way to make water safe for consumption and the manufacture of Nuka-Cola is by retrieving the chip contained within the great pyramid. Dominate the pyramid while trying to capture the "CHIP". You gain 500 points for each 15 minutes of domination. 1300 points for a successful capture and retrieval of the "CHIP". After retrieving the chip; the 1300 points are awarded after you bring "CHIP" to your base camp.

BT The Enclave Mission – Your team cannot allow the Vault Dwellers to control the "CHIP". Infect the OT with as many eliminations as possible and take control of the pyramid. The "CHIP" is in play as well. Dominate the pyramid while trying to capture the "CHIP". You gain 500 points for each 15 minutes of domination. 1300 points for a successful capture and retrieval of the "CHIP". After retrieving the chip; the 1300 points are awarded after you bring "CHIP" to your base camp.



·3:00 Zeta: Unknown Location

OT Citizen Mission – The Mothership has been hovering over our planet for the last 600 years, harvesting organic & biological samples for research. We have destroyed our planet and our resources, so they are coming back to punish our species once and for all. Zeta will release hundreds and hundreds of mutants and ghouls to exterminate what is left of life on our planet. There really isn't anything you can do but try to fight off the hordes. Your best bet will to try to run to the seaport and make it to a neutral zone. Find the human DNA and try to make it to the neutral zone to deposit what may save our race. 1000 points.

BT The Enclave Mission - The Mothership has been hovering over our planet for the last 600 years, harvesting organic & biological samples for research. We have destroyed our planet and our resources, so they are coming back to punish our species once and for all. Zeta will release hundreds and hundreds of mutants and ghouls to exterminate what is left of life on our planet. There really isn't anything you can do but try to fight off the hordes. Your best bet will to try to run to the seaport and make it to a neutral zone. Find the human DNA and try to make it to the neutral zone to deposit what may save our race. 1000 points.



·3:30 Capture the flag ends and Rally for Reign in Paint at the mounds.

·3:45 REIGN IN PAINT: The Grand Finale to a great day of paintball! Teams are assembled on the BattlePort and play our trademark game of Ironman. All safety rules must be followed. Game is over when referees decide one team has so much real estate the opposing team cannot defend its self or when we deem it appropriate to stop the game. It is the players' responsibility to leave the field of play when you can no longer endure, when you run out of paint, or you run out of air. Once you call yourself eliminated or when the referees end the game there is a cease fire, barrel covers strap on, keep masks on and walk to the Midway to share your stories or participate in the Prize Toss.

·4:00 Prize Toss from our generous sponsors at the Midway.

Now lets get everyone out for a day of fun!!!!!

(FREAK) Confused@#$ Angry! Help?

07 April 2012 - 10:39 PM

So I was so excited to get a package in the mail this week. I ordered a new freak barrel to match my T2 and the anno matched perfect. :wub:
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I get to the field today, I get dressed, put everything together, fill pods, get air bla bla bla and head out to the field only to have the worst hour of paintball in my life :angry:

A) My first 7 shots went left. When I say left I mean left!!! The guy I was shooting at was about 50-60 feet away, a real easy shot, and I missed him by 10-15 feet to the left.
My thoughts.....
1. Might have a waxy coating on the inside from being bran new???
2. Maybe there is some dirt or some fuss is it???
3. Could have some oil in it???
4. Bad paint???
So I ran a bran new barrel swab through the barrel about 20 times and went back to shooting.......

Not only did it get worse but I also had a few more crazy ball flights. :blink:
B) Cork screw
C) Knuckle ball, the ball just fluttered back and forth.
D) and a sinker. Went out about 80 feet and did nose dive.
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I couldn't hit the broad side of a barn!!! Even had a few guys say " D whats wrong with you today, you off your game?" and "What the FU@k are you shooting at?" and "Your ball flight looks weird" :unsure:

So I went back to my gearbag, took off the freak barrel, took out the insert and put it my Deadly Winds barrel and went back to play and started gogging fokes :lol:
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It was a night and day difference.


After a day of play I still had that barrel on my mind. So I grabbed a buddies BL Vice to see if it did the same thing on his marker. and..... it did. Single shot, semi and ramping, all the same thing ALL OVER THE PLACE. I put about 6 pods through it to see if it needed to break in and again nothing. I wish I had it on video so you could understand how bad it was

I have never had this issue with any barrel that I have owned. I was 30 seconds from throwing this 90 dollar piece of shit in a lake next to the field
So my question for anyone who read this is
1. can it be fixed
2. does it need break in time
3. will polishing the inside help
4. could it be a defect
5. should I throw it in the lake

UPDATE 4-8-12 8:03

So to follow some of the suggestions mentioned below All shots were at about 65 feet at an old mask I hung on the fence.
* I started with the same dust black Freak back and the stormtrooper Freak front and the same field paint I used yesterday (Wrek Elite) shot 10 shots and like befor they were all over the place. One even hit a neighbors house :unsure:

* I shot 10 more using a different paint (DXS) like andrewthewookie suggested, and I got the same results. so its not the paint :)

* Next I tried the different backs with the stormtrooper front and different paint like andrewthewookie and TK-421said...... and still all over the place!!!! possibly the front? (Antonious)
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*then I tried 2 different fronts with the dust black back and the 2 different paints....... they all shot great, so its not the back :)
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* Then I tried warm soapy water and a barrel swab on the stromtrooper front like IhasAcallular suggested, and it shot a little better (4 out of 10 hit with each kind of paint)
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*Next I said FUCK IT, and broke out some polish, hacked up 2 barrel swabs and got a drill. Polished the tip for about 15 minutes
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Went back outside to shoot and out of 20 shots with both kinds of paint i only missed twice :lol:
So something, like Andrew and Cellular said, there was something on the inside of the barrel that I couldn't see

THANK YOU guys for helping find my problem and fixing it.
the process of elimination really helped

Bob Long RL Marq & Marq 7

30 March 2012 - 02:42 AM

Marker: Russian Legion Marq SOLD to Diveg
Condition: 9/10
Color:
Dust Black and Gloss Black
Upgrades: Supercharged, Tadao Yakuza Board, 4C Laser Eyes, Violent Trigger & Magnet Return, Vanquish Products Clamping Feedneck, Dye UL Barrel (dust back, gloss front) Metal Detents
Known Problems: Mark on inside of feedneck
Asking Price:
$ 600.00
Shipping Options:
USPS
Trades of interest: NONE
Location of item:
44301
What is Included:
BL Box, Marker, Pressure Tester, Extra Board, Marq'd for death grips
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Marker:
Marq 7 SOLD to Lyco
Condition:
8.7/10
Color:
Dust Black and Gloss Black
Upgrades:
Proficiency bolt, Tadao Ryujin Board, 4C Laser Eyes, Violent Trigger & Magnet Return, Vanquish Products Clamping Feedneck, Dye UL Barrel (gloss black) Cam Drive On/Off
Known Problems:
None
Asking Price:
$ 400.00
Shipping Options:
USPS
Trades of interest: NONE
Location of item:
44301
What is Included:
Marker Case, Marker, Pressure Tester, Stock bolt, Extra Grips
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50 Round Hopper Speedfeed

29 November 2011 - 12:37 AM

New Pics: V2

I've been using speedfeeds for the last few years and I love them. It's hard to go back to using a lid
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So this is what I came up with
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It wasn't my idea, Exalt made it. I just made it smaller :D
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I used pod tops and cut them to resemble the Exalt speedfeed and used their fingers
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CCM Goodness
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What do you guys think?

New Pics
version 2
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Bands say: This Is What Awesome Looks Like, Zombie Killer, and That Just Happened. :lol:
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Pump Get Together Oct 23

19 October 2011 - 04:19 AM

*Topic started: Link*

Like the topic says, Pump get together @ Splatter Park Oct 23

:D It would be cool to get more pump players out... Hope to see ya out there

Directions: Splatter Park