Foam Fortress: Cup 2013 Results

Here are the results for the Foam Fortress: Cup for 2013.

Congratulations to team Iced VoVoYoBoTo for winning the inaugural event. Also well done to Team Extreme for being extremely competitive despite being 2 players short. They won our Play of the Day Award

Standings

1stIced VoVoYoBoTo
2ndFor Foam’s Sake
3rdTeam McNuggets
4thPhamtastic 5
5thTeam BFF
6thTeam Extreme

Play of the Day

To all participating members of Team Extreme

Pool Results

Pool A

Pool A

Round 1

Round 2

Round 3

Penalties

Phamtastic 5

Win

Win

0

Team Extreme

Loss

Loss

0

Team McNuggets

Loss

Win

0

1: Phamtastic 5 def Team McNuggets – KOTH, Phamtastic 5 @ Carpark End

2: Phamtastic 5 def Team Extreme – Flag Bearer, Phamtastic 5 @ Carpark End

3: Team McNuggets def Team Extreme – Flag Bearer, Team Extreme @ Carpark End

Pool B

Pool B

Round 1

Round 2

Round 3

Penalties

Iced VoVoYoBoTo

Win

Win

0

Team BFF

Loss

Loss

2

For Foam’s Sake

Loss

Win

1

1: Iced VoVoYoBoTo def For Foam’s Sake – CTF, For Foam’s Sake @ Carpark End

Penalty – (FFS) Graham Bryson – Affecting gameplay significantly after dart tag

2: For Foam’s Sake def Team BFF – Flag Bearer, Team BFF @ Carpark End

Penalty: (BFF) Brendan Ngo – Ressurrection while mobile

3: Iced VoVoYoBoTo def Team BFF – Flag Bearer, Team BFF @ Carpark End

Penalty: (BFF) Brendan Ngo – Illegal use of PDU away from point of tag

Semi Finals

1: For Foam’s Sake (B2) def Phamtastic 5 (A1) – Flag Bearer, Phamtastic 5 @ Carpark End

Penalty: (FFS) Michael Giles – Reusage of Rally point without resupply

Penalty: (FFS) Michael S Cole – Reusage of PDU without resupply

2: Ice VoVoYoBoTo (B1) def Team McNuggets (A2) – KOTH, Iced VoVoYoBoTo @ Carpark End

Wooden Spoon

Team BFF def Team Extreme – Flag Bearer, Team Extreme @ Carpark End

3rd Place

Team McNuggets def Phamtastic 5 – CTF, Team McNuggets @ Carpark End

Championship Rounds

1: Iced VoVoYoBoTo def For Foam’s Sake – Flag Bearer, For Foam’s Sake @ Carpark End

2: For Foam’s Sake def Iced VoVoYoBoTo – CTF, For Foam’s Sake @ Carpark End

3: Iced VoVoYoBoTo def For Foam’s Sake – CTF, For Foam’s Sake @ Carpark End

Teams

Team McNugget

Class

Rating – 12

James Armstead (c)

Assault

3

Sheyon Trek

Warden

2

Dylen Merchant-Colling

Ghost

3

Valeriy Kuzma

Medic

3

Daniel Krajsic

Demolitionist

1

Team Phamtastic Five

Class

Rating – 15.5

John Pham (c)

Ghost

5

Matthew Lee

Demolitionist

3.5

Hong Ping Chang

Medic

2.5

Jonathon Tam

Assault

3.5

Joe Rubinstein

Warden

1

Team BFF

Class

Rating – 14

Nick McKenna (c)

Warden, Demolitionist

3.5

Raymond Chung

Ghost

4

Seb McKenna

Demolitionist, Warden

3

Brendan Ngo

Assault

2.5

David Shi

Medic

1

Team Iced VoVoYoBoTo

Class

Rating – 13.5

Daniel Yeo (c)

Demolitionist

3.5

Bryan Vo

Medic

3

Robert Vo

Assault

2.5

Beau Warren

Ghost

3.5

Tom Alderton

Warden

1

Team Extreme

Class

Rating – 7

Cameron Thistlethwaite (c)

Assault

3

Amir Estaris

Medic

2.5

Daniel Cornwell

Demolitionist

1.5

Michale Rule

DNA

1.5

Reece Gallagher

DNA

3.5

Team For Foam’s Sake

Class

Rating – 11

Graham Bryson (c)

Medic

2

Nerf Nerdette

Demolitionist

2

Riley Harrison

Warden

1.5

Michael Psychois Giles

Ghost

3.5

Michael S Cole

Assault

2

The Foam Fortress Cup Pt. 2

The intention of this post is to elaborate on the finer details of the FF Cup that we may have skimmed over in our introductory post. It’s long and all that, but it’s very important that you know exactly how things will be working. This post should answer 99% of your questions (but you guys are smart alec’s so I’m assuming we’ll see more). We’re also releasing a tentative draw in this post, so look out for that.

Serious Competitive Event

All participants in the Foam Fortress Cup must be aware that this particular event is to be treated as a serious competitive event. To maintain the integrity of such a competitive event, participants are required to be familiar with both the Foam Fortress: Sydney rule set and the rules of the competition, and to conduct themselves appropriately at all times. No concessions will be made for those who arrive late to the event, nor those who need to leave early – your team will play on without you (or with a substitute if one can be organised).

Tournament Rules – Expanded

All games will be played under Tournament rules in addition to the regular rules that FF:S is played under. Tournament rules include:

  • Highlander: Only one of each class per team.

  • Players can only compete for the team they have registered with.

  • Each players’ class must be confirmed prior to each match and cannot be changed mid game.

  • Rule Breaking and questioning rules mid-game will be penalised.

  • Major instances of rule breaking will be treated on a case by case basis.

  • Time limits on games will be enforced (10 minutes).

  • Games will start regardless of whether all scheduled participants are present.

  • Players can’t enter the match after the round has started, even if their team is missing one or more players.

  • Players can only use gear that they start the game with (whether it is carried on their person or left at Base). All gear that a player takes into the game with them must be legal for their load out.

  • During games, Players cannot trade non-consumable gear such as blasters, large melee weapons, or shields. They can however, trade consumable items, such as small melee weapons, darts or grenades (Rockets can’t actually be traded because only one class can use legally carry them).

  • Players are required to wear proper gear. This includes, but is not limited to, Assaults wearing their PDUs and Ghosts carrying their Rally Points. If the proper gear is not present, the ability (or other element of the game) cannot be used.

  • When tagged, players are required to go to a knee immediately. After they go down, they may decide on their next course of action: wait for Resurrection, use their PDU, move to the Rally Point, or return to Base. Note that this rule is still valid for Grenades, Rockets and Mega Howlers even though there is only one course of action available after being hit by them.

  • Spectators can cheer and enjoy the play, but they must not give away player positions, and must not yell instructions. They may incur penalties for his/her team.

  • Players who have been eliminated by Titan Rockets or Mega Howlers must wait at his/her team’s main Base until the game is over.

  • The results of all disputes are at the discretion of the Referees.

Pools

Teams for the tournament will be divided into two pools based on aggregated power ratings. Each pool will compete in a round robin to determine who will progress to the final series.

Three matches will be played in each pool. Points will determine rankings and progression onto the finals. 3 points will be awarded to winners of each match, 1 point to the loser and 2 points to each team for a draw.

If there is a tie at the end of the round robin for pool rankings, the teams will be differentiated by penalties.

Below is a drafted image of the draw for the FFCup.

FFCup draw Draft1

Marshalling

It is the responsibility of the team captain to have their team ready in time for their next match. To assist with this, there will be a number of marshals operating on the spectators hill. Players must recognise that it is not the marshall’s job to have their team ready, but rather to remind them of the schedule that they must follow.

If there is a sweep prior to a match that involves your team, it is not required to participate in the sweep. Ensure that all your gear and equipment and loaded clips are ready before the start of your match.

Matches

Each match will be played between two teams in one of the three Foam Fortress: Sydney game types. The game type played will be determined by a toss of a coin prior to the start of each match with the winner able to choose which game type played or side of field to start from.

There will be a 10 minute time limit on each match. 3 points will be awarded to the winning team and 1 point to the loser. 2 points will be awarded for a draw – draws will only be awarded in the event of a timeout, or in the event of two teams completing the objective at the same time (this is, however, only possible in Flagbearer).

Refereeing

Matches will be refereed by more than one administrator/senior SNW member who will call hits, keep and announce KotH time, and keep match time. They will also alert players of destroyed Bases as the information becomes available.

However, they will not notify players of eliminated enemy team members or destroyed Rally Points (until a player tries to respawn off it, thus drawing a Penalty). We feel that the removal of destroyed Rally Points is the responsibility of the Ghost or that Ghost’s teammates. It comes down to communication – which is a vital element to every team.

All referee decisions are final and objections may incur penalties.

Penalties

The Foam Fortress: Cup will be played with strict adherence to the Foam Fortress: Sydney rules set. Due to the nature of the tournament there will be penalties for rule breaking.

Penalties for rule breaking/gamesmanship will be decided during play. These will range in severity from a warning to team forfeiture.

During the day we will be running a tight schedule. This will require teams to be prepared to start on time. Failure of teams to comply may inflict penalties.

Penalties may have a significant impact on the progression of a team by determining tie situations.

Finals

The two top teams from each pool will play in a preliminary final to determine which teams progress to the championship rounds. The top team from Pool A will play the second ranked team from Pool B and vice versa.

The Championship rounds will be a best of three match series.

Prizes

The Awards ceremony will take place at the end of the day, after the final dart sweep. The prizes, including the $450 prize pool and a picture with the Foam Fortress cup (as well as a few other goodies) will be awarded then.

Foam Fortress Cup

The Foam Fortress Cup is waiting…

Link to the original FFCup Post

How To: Demolitionist

Demolitionist Emblem

Dem – o – li – tion

[DAMN-oh-li-shun]

noun

1. The act or process of wrecking or destroying, especially destruction by explosives.

Overview

The role of the demolitionist is just as its name suggests, that is, to wreck of destroy the opposition. Armed with the largest ammunition [the Mega Missile (Titan Rocket)/Mega Howler/Homemade Foam Rockets], demolitionists are designed to WIN games, disrupt team formations and threaten position.

There is no other class in Foam Fortress: Sydney that has its own specific win conditions.

Win Conditions

  • The team that completes the objective first wins
  • A Demolitionist’s Rocket is able to destroy a Base and force a rout situation on the team with no Base. A team can win by routing the enemy team.
  • A Demolitionist’s Rocket is able to eliminate players who are hit by it. It is possible to win by eliminating the entire team.

So if you want to be a one man wrecking machine, this is the class for you.

Loadout Analysis

Continue reading “How To: Demolitionist”

How to: Medic

Med·ic

[med-ik] 

noun

1. a member of a military medical corps; corpsman.
2. a doctor or intern.

Overview

One of the most common things you’ll hear at every Foam Fortress event is someone (or even everyone) hollering for a “MEDIC!!!!”. The Medic is Foam Fortress: Sydney’s main support class. While they might have slightly less firepower than the Assault, their Ability to constantly keep their teammates in the game is vital for victory. The Medic’s load out was designed with a passive playstyle in mind, as well as lighter kit so that they can dash across the battlefield to their downed comrades. Their load out appears as follows:

Medic

PrimaryCombat RiflesFully AutomaticsSemi-Automatics, or Pistols

Secondary: ONE Small Melee Weapon

Equipment: None

Ability: Resurrect – Can bring a fallen teammate back to life on the spot which they were tagged. Resurrection is activated by putting a hand on the fallen team mate’s shoulder and counting to three slowly.

Loadout Analysis

The Medic wasn’t designed to be in the thick of the battle – and their load out clearly demonstrates that. They only have one blaster available to them, and no sidearms to turn to when their primary blaster needs reloading. The Medic was built to engage enemies from afar, using Combat Rifles to get that 80ft range that would keep them safe from Titan Rockets, Fully Automatics, and Shotguns. The lack of excess gear allows them the mobility and agility to swoop in for a quick and effective Resurrect when need be.  However, the majority of Medics in the current “metagame” choose to use Semi Automatics for a mix of range and fire rate.

The Good Bits

There are a few different ways to play Medic. You can take the safe route, the one the Medic was built for, and use a Combat Rifle for 80ft range engagement, such as a Longshot or a Tripleshot. This build lets you engage from afar with a respectable fire rate – enough for some decent suppressive fire. Or you can play what’s in the current metagame by taking a Semi Auto Primary like the Stryfe and supporting your team from a little closer to the action. This way, you’ll always be closer to your teammates if they’ve been tagged for faster Resurrections. Both are effective ways of playing the Medic – the choice is yours.

Longshot Combat Rifle

Below is a list of things to keep in mind when you’re the team’s Medic. May they teach you how to be the best Medic ever!

  • Never forget that, first and foremost, your role is to support your team mates. Sometimes giving up a great shot in favour of Resurrecting your Warden or Assault can be the best decision that you’ll make all game.
  • Only move in closer to a skirmish when your Assault and/or Warden have drawn the enemy attention. If you move forward too early, an organised opposition will target you instantly.
  • Pay attention at all times. Your team needs you. And the enemy team wants you tagged!
  • If it’s too dangerous to go in, then don’t. Your teammate can always respawn or use the Ghost’s Rally Point. More often than not, a downed ally in a dangerous position spells a Titan Rocket with your name on it (Trust me. This is coming from someone who plays plenty of Demolitionist).
  • Don’t Resurrect an Assault unless they call for it. They’re probably planning something devious with their PDU.

My experience with Medic is a little… superficial. I’ve played the class maybe a handful of times at best, so my advice only holds so much water. To make up for this, I’ve gotten the some help from Valeriy Kuzma, arguably SNW’s top Medic. He was pretty happy to answer some questions about How to: Medic. I have paraphrased some of the things he’s said, but the main idea is still maintained. I’m honestly quite surprised he didn’t mention how quick he is. Generally that’d be a huge advantage to have for a class like the Medic.

Expert Opinion

Echoes: What do you think is the most important trait to being a good Medic?Valeriy Medic

VK: I think attentiveness is the key. You need to keep tabs on all of your team mates so that you can quickly react to when they’re tagged.

Echoes: The Medic has very limited options open to it when selecting gear for your load out. How do you get around this?

VK: I focus more on being supportive. My blaster is mainly used to hold off any flankers rather than going for tags. I rely on my other team mates to deal with them.

Echoes: How do you know when to rush in and resurrect someone? And how do you know when not to?

VK: Being attentive comes into play here as well. You have to sum up the situation. Are your other team mates in a good position to cover you? Or is the downed team mate in a good strategic position? I weigh these things up before I decide to rush in.

Final Thoughts

Another article, another guideline on how to play a class. Thanks to Valeriy Kuzma for his assistance in helping me understand the class a little better. The Medic is an integral part of any team – they’re the most consistent source of mobile respawns in Foam Fortress. Your job is essentially to stay out of trouble and keep your teammates out of trouble. As long as you do that, you’re doing it right.

How To: Assault

As·sault

[uh-sawlt]

noun

1. A sudden, violent attack; onslaught.

Overview

Just as the name of the class indicates, the Assault is Foam Fortress: Sydney’s primary attacking class. Armed with a mix of fire rate, capacity and a wide range of tools to get the job done with, the Assault is the most formidable force in head on combat. Their Load out is designed for longevity in the field, with little bit of flexibility to help the Demolitionist break down Warden defences if necessary. Let’s have a quick look at the Assault’s Load Out:

Assault

SecondaryCombat Rifles or Pistols and ONE Small Melee Weapon

Equipment: ONE Grenade

Ability: Personal Defibrillator Unit (PDU) – Has a one time use Personal Defibrillator unit that can be used once the Assault has been tagged by darts or melee. Once used, the Assault is revived and able to return to the battle. The PDU is restored by returning to Base.

Foam Fortress How To:

How To: is a new set of articles aimed at helping the average Sydney Nerfer understand and improve their play in Foam Fortress: Sydney.

We’ve noticed that a few of our members have been having some difficulties adjusting to the slightly more intricate rules that are Foam Fortress – and don’t worry, we fully appreciate why. As you probably know, there is a METRIC CRAP TON of rules (written by yours truly) which can be a lot to take in. There’s stuff about classes, Abilities, different blaster categories, and a whole lot of other stuff that you probably can’t remember. All that can be pretty dang confusing, even after you’ve put it into practice.

Nerdette

So what we thought we’d do is write a bunch of articles that’ll help Foam Fortress become a little less overwhelming so that you can be the best Foam Fortress player that you can be. Keep in mind though, not all of these How To: guides are the be all and end all of the ways you can play the game; they’re merely a starting point.

I hope you all decide to give them a read, and even offer some constructive criticism. Like I said, these guides won’t always be the best way to play the class or use the piece of gear. Seeing as I, myself, really only play Demolitionist and Commando, there are probably a whole lot of things about the other classes that I can’t quite explain as well as others. I might learn a thing or two from these as well.

We do have a few things planned the for the future of Foam Fortress: Sydney. We aim to simplify the game a little bit, and these How To:’s will help us do that. So make like Nerdette, over there, and be happy about it!

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…

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.