The Sydney Nerf Wars Power Rating System

Purpose

First, what we all must understand is that the purpose of the Power Rating System is not a means of saying one player is better than another. While a number rating might imply that, the only reason it is being put into place is so that teams can be as balanced as possible in a Tournament situation. A close game is a good game, and we want every match up in the Foam Fortress Cup to be a display of skill and team cohesion. The Admin Team will not tolerate any untoward comparisons between players based solely on their Power Ratings.

Function

The Power Rating System is based on a numbering system. Players will be allocated a number between 1 and 5 based on certain criteria that they have met in previous Foam Fortress: Sydney events. A rating of 1 denotes that a player has very little experience with Foam Fortress at our events, or none at all – as we have said, it is not always a true reflection on you or your skills. A rating of 5 conveys that a player is among the most experienced in the community, and also display great influence over the outcome of a match.

Note: Power Ratings are in half point increments i.e. 1, 1.5, 2, 2.5 etc.

Criteria

As mentioned above, Power Ratings will be measured on a criteria basis. The criterion that we hope to use are as follows:

Experience, and Understanding of the rules

Basically know the rules, play Foam Fortress in a number of events, and display some skill with your gear and your classes.

 Gear

They say that it’s the man who maketh the blaster, not the blaster  that maketh the man. Realistically, your gear has a big influence on the level of play that you’re able to attain. The better the gear you have at events, the better your rating will be.

Classes played

The ability to play multiple classes with proficiency is a valuable trait to have. It means you can be more flexible with your team and perhaps even help your teammates improve their play. The more classes you can play proficiently, the higher your rating will be.

Note: some classes will attract higher ratings than others because of how key their abilities can be to the team. The classes that you actually play might have some effect on your rating as well.

When will the ratings be released?

Well the things is, we need your help to do the ratings. What we need is for players who intend to participate in SNW’s competitive wars to rate themselves. We’d like to see what sort of score you give yourself and moderate based on that. The Admin Team feels like it can give the fairest ratings possible this way.

We’re going to use a Facebook Document (Located here) to record everyone’s Power Ratings. So check out the Facebook Document on the Facebook group to rate yourself and be prepared to start getting your team organised!

The Foam Fortress Cup

The Foam Fortress Cup will be Sydney Nerf Wars’ first official competitive event. With pride and prizes up for grabs, the Admin Team would like to give the community a chance to prove their skill in an environment that will be both a rewarding and enriching experience for all participants. Keep a look out on the Facebook event page for more details as to when this event will take place (but as an indication, look toward late November/early December).

Tournament Rules and Guidelines

Below is an outline of how the Foam Fortress Cup will run, and what sorts of things participants will need to do to register and be competitive!

Tournament Rules

All games will be played under Tournament rules. Tournament rules include:

  • Highlander: Only one of each class per team.
  • Rule Breaking will be Penalised. Penalties will range from Referees ruling a dart/Melee hit on a player, to Referees ruling a Titan Rocket hit.
  • Time limits on games will be enforced (10 minutes, in general).
  • Players are required to wear proper gear. This includes, but is not limited to, Assaults wearing their PDU’s, Ghosts carrying their Rally Points, and team markers.
  • Spectators can cheer and enjoy the play, but they must not give away player positions, and must not yell instructions.
  • Players who have been Eliminated by Titan Rockets or Mega Howlers must wait at the main Base until the game is over.
  • All disputes are at the discretion of the Referees.

Teams

  • Players will be divided up into teams of five. Due to this stipulation, the OmniSoldier will NOT be playable.
  • Much to the delight of many of our regular attendees, the Admin Team has decided to allow players to create their own teams in advance. This will allow players to formulate strategies prior to the event, and execute them for some fancy, skillful play.
  • However, to help ensure balanced teams, the SNW Admin Team has constructed a Power Rating system. The Power Rating system will work by assigning each participant a score out of 5 that will loosely represent the skill and influence that they have displayed in previous Foam Fortress: Sydney events. We will provide more details on the Power Rating System in another post.
  • To be considered an eligible team, a team’s total Power Rating must not add up to more than 15.5/25. This is an average rating of 3.1 per team member, which is reasonable in our opinion.

Registration and Entry

  • Players are to register in their teams of five, with an elected Captain and a team name provided. An email must be sent to the SNW email (sydneynerfwars@gmail.com) for the registration to be valid. The Admin Team will check that the team is eligible and a confirmation email will be returned.
  •  If no Captain has been named, the sender of the email will be considered the Captain. If no team name has been provided, the Admin team will name your team something silly. So name your team.
  • Players who register without a team will be considered “Looking for a Team” and will be allocated into a Team at the Admin Team’s discretion. (If required, the Admins are expected to sacrifice their place in a Team so that other participants might enjoy the event).
  • If a Team is short on the day, an Admin, or other player who does not have a team, can join the team regardless of their Power Rating.
  • Entry will be the full fee of Dart Hire ($15), which is payable on the day. For any Tournaments, Dart Hire Coupons, Kat Souls, or any other discounts will not be valid for use. There will be no concessions provided for first time attendees and no refunds will be given. The reason for this unusually hard-line stance will be outlined below.

Prizes

  • The Prizes for the inaugural Foam Fortress Cup is a cash prize, a photo with the Foam Fortress Cup (yes, we have a trophy), and bragging rights.
  • The Dart Hire takings for the day will be gathered into a winner takes all prize pool. So, if there are 6 teams, the prize pool will be $450, which is $90 per person in the winning team.

So there you have it. SNW’s first competitive event, slated for late November/early December. Might be time for you start developing some Synergie (lol Reece) with other players in the community. As said before, keep an eye on the SNW event page for more details. And be on the look out for a post better explaining SNW’s power rating system.

The Foam Fortress Cup is waiting…

Meet the Admins: CROOKS

Image

crook

 [krook]

noun

1.a bent or curved implement, piece, appendage, etc.; hook.

 

James “Captain Crooks” Armstead entered the SNW scene as an attentive, well-read individual. He quickly became a regular war attendee, cooking barbeques and introducing us to his love of “stampies”. He developed the “whale flopping” technique early in his career, and was soon flopping all about the place. There truly is not a war location that he has not left his mark on (whether it be by flop or poo).

Recognised for his artistic hand and creative mind, as well as his devotion to the group as a whole, Crooks was swiftly elevated to an Administrator position. There, he continues to play an integral role in the design features of SNW’s blog and merchandise. And now, with the departure of the co-founders from the Admin team, he has assumed the role of the Head Administrator of SNW.

As a visionary with the ability to kick lazy dart sweepers in the buttocks, Crooks should be seen as the fearless leader that will take SNW into a new age.

Core statistics:

BBQs cooked: 12

Whale flops: 15 and counting

Stampies: Never you mind. And call a plumber.

Buttocks kicked: Yours

Stampede clips emptied at Echoes without a hit: All

Meet the Admins: CRAIG

Image

Craig

[kreyg]

noun

1. a male given name: from a Welsh family name meaning rock.
Craig is the strong, silent type, blending into the crowd and always observing. Though you may never hear him talk, you will always see him doing his duty.
On the battlefield Craig really shows his prowess; you’ll never see the dart that smacks you between the eyes, but you will definitely feel it. Craig is quite photogenic, and is well renowned for his unique expressions.
If you seek out Craig, don’t expect a lively conversation, but do expect to benefit from his wisdom, for he has seen and knows everything…
Core Statistics:
Derped: A lot
Herped: Just occasionally
Sniped: Frequently
Griped: Never
Biped: of course, he’s only human.

Meet the Admins: KAT

Image

cat

[kat]   noun, verb, cat·ted, cat·ting.

noun

1.a small domesticated carnivore, Felis domestica  or F. catus,  bred in a number of varieties.
  There is a lot of debate about whether animals have souls; in the case of Kat, he actually has numerous ones that have become a form of currency in the shadier trades of SNW. In fact Kat is so versatile that he has not only been converted into currency, but also a system of measurement, and in the Golden Era of SNW everything was broken down into Kat-units as a universal system. And the best part is, you can find a Kat under literally any rug, with the only drawback being you will have to battle a mirsho to possess him, and mirsho’s lift, bra.
  Kat is a nocturnal creature, hunting undead at night, sleeping in the day, and like his domesticated cousins, is rarely around when you need him to catch a rodent. He is known for camping out in shrubbery, waiting for his prey, though noone knows why as he always runs off when they get within minimum engagement distance…
Core Statistics:
Bushes camped: All
Run from combat: Infinite
Nite Finder misfires: Comical
Racist face pulling: Critical
Rugs hidden beneath: Ask mirsho

Meet the Admins: PSYCHOSIS

Image

psy·cho·sis

[sahy-koh-sis]

noun, plural psy·cho·ses

1.a mental disorder characterized by symptoms, such as delusions or hallucinations, that indicate impaired contact with reality.
A concoction of an enigmatic sense of imagination, coupled with a hellbound mentality; Psy is not your average admin, or member of the public for that matter. By the time you clamp eyes on him, he has already formulated several ways to desecrate your existence.
 Psy enjoys the final things in life: the fresh blood of a slain noob, primal screaming, long walks back to respawn. His modding knowledge may be out of date, but his mind is a wonderland of incredible concepts straining to be realised.
Psy is always around on the battlefield, whether you spot him or not – but you better pray he doesn’t spot you. With a sprint that can compete with a leopard, he will quickly close the gap between you and your demise…
  Seek him out only if you wish to be severely punished for your insolence at taking up his precious hunting time, or if you wish to be taunted with words that may not even exist in worldly languages. You have been warned.
Core Statistics:
Newbs pwned: Countless
Fags smoked at a war: Infinite
Sausages eaten: All
Hats worn: Awesomely
Meters Run: What am I, a supercomputer?

Foam Fortress: Sydney Update 17/2/13

Hey Nerfers,

There have been a few updates to Foam Fortress: Sydney in light of the war on the 9/2/13. Before I get into those updates though, I’d like to thank you all for your input whether it be theorycrafting or actual playtesting. Everything  is taken into consideration, so please don’t stop contributing!

Here is a short, summarised list of the updates that were put into place on 17/2/13:

UPDATE NOTES 17/2/2013

  • The Small Melee Weapon is now visibly included in all Class Loadouts.
  • The Bat has been removed from FF:S.
  • The Commando’s Equipment Slot has now been reworked. Check Class Loadout for details.
  • Tactical Shotguns can now be used by the Commando without the need for Sacrificing.
  • The Sacrifice class of the Commando has been reworked. Check the Class Loadout for details.
  • Updated the definition of Tactical Shotguns. Check the Rules section for more details.
  • Updated the FAQ section in Tactical Shotguns to clear up any questions about the Big Salvo.

Stay tuned for a discussion on these updates to Foam Fortress: Sydney. If you have any questions about these updates, please comment below and I will address them directly in my next blog post. Thanks for reading, and I hope you’re all looking forward to SNW’s next event!

Echoes.

Making an Absolver Compatible Shotgun – Modification Write Up

Goals and Aims

Following up on the yesterday’s post detailing how to make an Absolver, I thought it was necessary to write another post on how to modify your blaster to use those Absolvers effectively.

This write-up will use the Tripleshot as an example to show the reader how to make full use of Absolvers.

Inputs and Tools required

  • A piece of 20mm conduit (5cm is a good length)
  • A Tripleshot Plunger Tube (or even a BBUMB if that’s what you want to use. The same principles of this guide still apply)
  • Qbond + Qbond black powder (or other adhesive that can create and airtight seal)
  • A Dremel with a grinding bit
  • Pipecutters
  • Personal Protection Equipment (Eye protection and gloves)

Modification Guide

Take note of the Absolvers: the piece that is intended to attach to the blaster is a 20mm conduit coupler. Logic would tell us that we need some 20mm conduit to attach it to!

Get yourself a piece of 20mm conduit. The first thing you’ll notice is that it does not fit over the lip of the TS plunger tube  or over the end of the black pipe on the BBUMB. The only solution is to grind down the inside of the conduit until it fits. Use your Dremel and grinding bit to get the job done. Be sure not to grind it down too much though, you want a good friction fit (The piece of conduit shouldn’t fall off if you let it go).

IMG_0443This is what it should look like when it’s done. Keep in mind that the Conduit is flush with the surface of the plunger tube.

IMG_0446The piece of conduit looks a bit long now, doesn’t it? This would create deadspace and deadspace isn’t good for your blasters. So get your pipe cutters and cut the piece of conduit down to about 3cm. I found this to be the best length to use that balances amount of deadspace and ease of loading and removing the Absolvers.

Now you need to secure the conduit to the plunger tube. I used Qbond and the black powder that acts as a filler and sealer. You could easily use epoxy or something, but if you’re going to use an alternative, make sure it’s a good adhesive. You want this to stick.

IMG_0448Be generous with securing the conduit – this piece is going to be pulled and twisted and tugged quite often considering what it’s for. Mine ended up looking like this.

IMG_0449With that done, you can now reassemble your TS (or BBUMB)! Do note, with the TS, I used a 13kg Spring nested in a stock Longshot spring. That will give you the 50ft you want.

Now you have a working Shotgun to use as a Commando!

Final Thoughts

This modification was even easier than making the Absolvers themselves. Most Nerfers will have no trouble following this guide.

From my experience, the loading is very smooth and quite easy. Commandos will be a force with this sort of blaster at their side.

IMG_0450To end this guide, here’s a test firing video of my Shotgun. Enjoy!

Echoes.

 

 

 

 

Making an Absolver – Modification Write Up

Goals and Aims

With Foam Fortress: Sydney gearing up, as well as the emergence of the Commando as a very viable Class, it’s about time we started having some proper Shotguns on the field. But you can’t really have a proper shotgun without Absolvers – multiple barrel attachments that allow your blaster to fire a volley of darts at once.

This write-up intends to help the reader construct a six-shot Absolver that will allow blasters like the Triple Shot and the BBUMB to reach 50ft flat (the maximum range for Shotguns in FF:S) with the entire spread.

Inputs and Tools required

  • 25-20mm PVC reducer
  • 20mm Conduit coupler
  • 45cm of 16mm conduit
  • Electrical Tape
  • Q-bond (Or other superglue)
  • Foam blanks or other suitable filler material.
  • Hotglue + Hotglue gun
  • Ruler
  • Marker
  • Pipe cutter
  • Scissors
  • Knife or blade
  • A cloth of some sort

Modification Guide

Step 1. The Cradle.

First, you’ll want to start work on the Reducer and the Coupler. The Reducer will act as a cradle of sorts for the three barrels while the Coupler will be used as the attachment point between the blaster and the Absolver itself. The aim here is to nest them into each other with the help of some Electrical Tape.

IMG_0421Wrap one end of the Coupler in Electrical Tape until it fits snugly into the 20mm section of the Reducer. The amount of tape might take some trial and error, but you’ll get it right eventually. Always apply a little extra, then remove what you don’t need from there.

IMG_0422Next, you’ll want to nest the two fittings so that they appear flush like in the picture below.

IMG_0423As you can see, the 20mm conduit Coupler is pretty much flush with the end of the 20mm section of the PVC Reducer.

With the two parts fitted together, we must ensure that they never come apart while you’re using them (It’s pretty important that these things stay together). Grab your superglue and drop some into the gap between the Coupler and Reducer. The electrical tape will create a platform for the glue to actually set on, holding the two pieces together.

IMG_0424Take note of that small gap visible in this picture. This is where you’ll be wanting to drip the superglue into.

Now that the superglue has cured (It really shouldn’t take any longer than 10 seconds for it to fully set), you can now seal the gap over to prevent any air escaping. Hotglue isn’t my favourite adhesive, but it was quick and easy and it really isn’t holding anything together. So just put some hotglue into and over the gap.

IMG_0429Now you’ve pretty much completed work on the “Cradle” for now. Next up, the barrels!

Step 2. The Barrels

This type of Absolver only allows for three 16mm conduit barrels. To maximise the performance and capacity of the absolver itself, we will use three 15cm long barrels so that we can load two stock sized darts per barrel for a six dart spread. Measure them out and cut them with a pipe cutter. Don’t forget to ream out one end of each barrel for easier loading and smoother firing.

IMG_0425Next, we need to tape these barrels together so that they hold their configuration. This way it’ll be much easier to fit all three into the Cradle at once. Apply a couple of wraps of tape at approximately the 7.5cm mark and the 12cm mark of the barrels. Make sure you wrap the tape on the reamed end of the conduit as shown below.

IMG_0428But before you go shoving your barrels into the Cradle, we need to seal an airhole that will render this whole setup useless. Flip the barrels over to the un-reamed end and you’ll see a sort-of-triangular shaped gap. This hole runs all the way through to the other side and if left there, will allow air to escape. This means no shotgun blast.

IMG_0430

Fill it with hotglue. No hole is going to stop us from Shotgun glory. Once the hotglue cures, cut away any excess with a blade.

IMG_0431IMG_0432

 

 

 

 

 

 

Your barrels are complete. Time to finish this Absolver!

Step 3. Combining the Cradle and the Barrels.

JAM THOSE MOFO’S TOGETHER (make sure you jam the un-reamed ends of the barrels into the cradle, not the other way around!). No seriously, you need to put a tiny bit of muscle into this. It’s a bit of a tight fit so you might need to use a bit of your weight to do it. I put a cloth over the top of the barrels and put the cradle onto my desk, then PUSHED them in. They should “creak” a little until they finally slot into place. Once they stop creaking, check to see that the un-reamed ends of the barrels are sitting almost flush on the end of the 25mm section of the Reducer. It’s hard to illustrate in a picture… mainly because my camera wouldn’t focus on it…

IMG_0433But this is how it should look once you’ve jammed the parts together.

Now it’s time to fill in some more gaps! As you can see in the picture above, there are some pretty big gaps between the Cradle and the Barrels. These massive gaps will act as passages for air to escape – again meaning no shotgun blast. So we’d better get something in there. Sounds like a job for hotglue! But first…

IMG_0435IMG_0436

 

 

 

 

 

 

I used a foam blank cut into quarters and just jammed 3 of those pieces into the holes. You could easily do the same with a stock dart. The reason I did this was to act as a base for the hotglue to sit on while it cured.

With the foam jammed in, it’s time to seal the holes shut with some generous amounts of hotglue. Make sure there are no gaps in the glue anywhere, and also go over the edges where the conduit barrels touch the sides of the Reducer.

IMG_0437Once the hotglue cures, you’re done! You now have one Absolver to use with your Tripleshot or BBUMB.

Final Thoughts

This “Mod” was fairly simple. It’s more a game of patience than skill in my opinion. Why is it a game of patience? Well because what good is ONE Absolver? You’ll probably need well over TEN to be any sort of effective in a game of Foam Fortress: Sydney. It becomes a matter of whether you can sit there and churn them out one by one until you get enough.

Testing with my BBUMB, there is definitely a fantastic spread and it does indeed reach the 50ft mark. These will make for great pieces of Equipment for the Commando.

Look out for a follow up write up of how to make your blaster compatible with these particular Absolvers.

IMG_0438Credits

Thanks to Cheyne “Nog” Lambert and Nick “BFG” McKenna for walking me through the design basics of this particular kind of Absolver. Also thanks to Craig “Blastedgnu” Berson and Raymond “Kat” Cheung for some additional information and insight into what materials I should be using and how I should be applying them. And thanks to Psychosis for the provision of the conduit.

Thanks for reading the write up, and I hope to see a few Commandos running around at the next war!

Echoes.

PEW 05/01/2013

Well the awesome members here at Sydney Nerf Wars have officially kicked off the 2013 season, with our awesome Performance Enhanced War on the 05/01/2013. It was a fun filled day of foam flinging decimation, many members were slain by their beefy blaster wielding opponents. Many others fell victim to the completely devastating  heat and humidity, that mother nature felt we needed so badly.

The first photo in this collection outlines the brave souls that ventured out into the bushland, into certain and imminent danger from all angles. These brave souls will always remember the day, they stood together against each other, for the good of the SNW community (Makes sense right?)

The members of the 05/01/2013 PEW – Geared up and ready to do battle, for the glory of Foamdar!

There were many highlights from the day, most of which never made it to the lens of our photographers. They will however remain burned inside our brains, as an awesome montage of humour and epic skills.. Forever more.
The 2013 season has really kicked off with a mighty bang, and shows that SNW is here to stay. Perpetually growing stronger and stronger, with each and every member that joins our ranks. There are plenty of new adventures in store for the members of SNW 2013, no-one really knows what to expect. But the anticipation is always more exciting than the expectations that we hold, atleast for me anyway.

Our very own Cameron shows off his grace and poise, as he attempts to curtsy mid battle (Sadly the gesture was never returned)

You may be able to out run JT, but you will never out run his akimbo’d stampedes

SNW Co-Founder Echoes, silently stalks his prey with 1 of his red longshots (Yes.. I said “1 of”)

Just a random photo of our attendees doing random acts of nothing.. Make no mistake though, each and every one of them will pwn you in a heartbeat. Especially that lil dude with the snapfire, he’s got a wicked aim!

All your darts are useless when the guardians come to play, their shields are nigh impenetrable.

The honourable admin BFG, attempts to lead his squad to victory. With a stern look on his face, even with Pham making disturbing fart noises to his left.

There lay just a few of our photo’s from the PEW on 05/01/2013. The day was a great success, a true testament to SNW’s foot hold in the nerfing community Australia wide. If by now you’re kicking yourself, wishing you could have been a part of the awesomeness of the day… Well you’re in luck my friends, because our next event will be held only a few short weeks away.

On the 26/01/2013 (Australia Day) we will be hosting a muck around day of sorts.
It will be Psychosis’s Birthday Bash, a day of mucking around and fun fuelled debauchery. There will be a BBQ lunch for all the hungry troopers, and even a filming session for our upcoming SNW propaganda.

So make sure you get yourself over to our facebook page http://www.facebook.com/groups/sydneynerfwars
Like us, and confirm your attendance for this and many other future events.

On behalf of the SNW Admins, and all of our wonderful community members. I’d like to welcome you all to the 2013 Season of Sydney Nerf Wars. We hope to see you all at our future events, after all it is all of you who makes us who we are today. Much love to you all, keep up the wonderful job you’re doing.

Sydney Nerf Wars
Foamdars Faithful 2013

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