The Rabbit

21/10/2023 – This has to be the most surprising moment I’ve ever witnessed. We had just started team elim from airdrop. About 2 minutes later one of the players came back holding a rabbit. I’ve never even seen one in battlefield and I’m not sure why he decided it would be a good idea to pick it up, surely you’d be worried about catching a disease from picking up a wild animal that you’ve just found in a field. I suppose it looked injured and he thought he could help it. After putting the rabbit back down it was completely frozen in fear. We noticed its leg was at a strange angle, so it was likely in too much pain to move as well. After I’d radioed this in, the Dad of the kid that had picked the rabbit up came to airdrop with some gardening gloves to pick up the rabbit and laid it in a bush.

Ducks!

These ducks usually stay in the pond but on this day they wanted to explore. Beeping my horn didn’t affect them at all. After about a minute or so they finally got off the road.

On another day they were waiting for me to leave so I had to sit patiently while they trundled back to the pond.

Session Stats

This one was taken on the 14th May 2023. You can tell it’s the “42” M16 because it’s the only one with a crack in the screen. Each M16 has a number on them. The 42 is my favourite one as it’s the one I’ve used for years. 237 hits and 21 kills normally wouldn’t be a great score but the M16s are old and not accurate these days.
This one was taken on the 24th of June 2023. You can tell it’s the P90 because the grips are green. I’m really happy with this score as I only remember dying once per TDM and then not getting killed in the rest of the games.
This was taken on the 23rd of June 2019. You can tell it’s the Honey Badger as the gun looks shiny and the screen is bright. This isn’t my best score with this gun but I’m still happy with it considering I wasn’t as experienced when I got it.

Night Ops

The most unique and difficult way to play. Even though traditional modes are still played (TDM, border and FFA), at night they feel like completely new game modes. You can barely see in front of you so spotting other players who are starting from the other side of the map is impossible. I remember seeing enemy flashes and shooting at them, which then gave away my position to everyone on the other team. Normally you’re only on edge when behind enemy lines, but in night ops you never know where the enemy might be. Even though I’ve only played night ops once or twice, it’s still one of my top 3 favourite games.

Difficulty

Difficulty is set by a ref gun at the start of the session, directly after the guns are turned on.

Easy

The difficulty originally used in all game modes

  • No recoil
  • Around 3 seconds between each successful hit
  • Automatic reload (the red button can still be used at any time)

Standard

The game mode that is being used at the moment.

  • Simulated recoil – the red dot disappears briefly to make follow-up shots more difficult and to encourage semi auto or burst firing
  • Around 1 second between each successful hit
  • No automatic reload
  • Ability to limit ammunition. This is no longer used (ammunition is now set to 99 magazines) but when it was the default was around 6 reloads. When the player runs out of ammunition the black button on the med box needs to be pressed. When the player presses the red button on their gun, the mag is discarded, regardless of how many rounds were left. This makes it possible to fire 6 rounds, reloading between each one, and completely run dry

Hard

This game mode is reserved for special occasions and provides a unique experience. 

  • Slightly higher simulated recoil
  • Around 0.5 seconds between each successful hit
  • No automatic reload
  • Ability to limit ammunition

Screens

This is what’s shown on the screens on all guns. This particular screen is from a spitfire. You can tell because of the amount of chips, scratches and dirt on the gun – at least one per day is dropped onto gravel or grass. The screens can be cycled using the red or black button (with the exception of the first image).

This is the main screen. During a game this is the only screen you can see as the red button is used for reloading and the black button is to change fire rate. Starting from the top left you have the health points. Next to it is the amount of rounds you have left in your current mag next to the capacity. if the number of rounds left in the mag reaches 0, a clicking noise is played when you pull the trigger. Below the HP is the amount of reloads you have left. You can tell this gun is either in Standard or Hard mode because if it was on Easy this would say unlimited. When the amount of magazines left is 0, a “low ammunition” message is played if you press the red button again. Next to it is the hits and kills you currently have. Getting a kill is the same as hit, it’s just that the person happened to be on 1HP when you hit them. Getting a kill only increments the K number, so it is possible to have more kills than hits. Below the reloads is the accuracy. Next it is the number of times you’ve used the respawn box. Next to that is the range limiter and to the right of that is the team you’re on. 1A or 1B is used to prevent friendly fire and 1X means anyone can shoot you so it is used for free for all. The bottom left is the state – ready is the default state but other states are firing, reloading, dead and over. The gun will no longer fire when in the dead or over state. The red dot will disappear when in the dead state. This can also happen when the gun is firing, but only in Standard or Hard mode. Next to the state is the fire mode. The only options are FA for fully automatic or SA for semi automatic. The bottom right will be filled with a timer once the game starts. When a player dies and respawns, all of their HP and reloads are restored. This can only be done when a player has 0HP. When a player is new missioned, their HP and ammunition is also restored but the hits, kills, reloads and spawns is set to 0 and they go into the session stats. When a gun is turned off and on again, their health will be set back to the default of 5 and all stats will be cleared and not saved.
Once the game ends the main screen changes to this. The state in the bottom left will always be over and the bottom right will display the level of charge. At this point the red and black buttons can be used to cycle through the 3 screens.
The next screen is the game stats, which shows information about the previous game. The S value will increment by 1 if the game ended while the player was dead to give a true indication of the number of deaths. The kill / death ratio is also displayed in the bottom left.
The next screen is the session stats. It gives the same information as the game stats but provides a running total since the gun was turned on.

Capture the Village

This is my personal favourite game mode. It follows the same premise as base assault, but there are no attackers or defenders. One team will start near the bottom fort, and the other will either start near airdrop or the top fort. Both teams have 20 lives with no respawns. The winning team is the one with the most players alive in either fort in the village, so you could have 3 players in one fort and 1 in another to combine that score. This game mode is more strategically difficult than BA as players can choose to rush to the village to defend it (and risk being surrounded) or let the other team take the fort and flank them.

10/10 – Very tactical as you need to decide when you’re going to enter the village and from which angle.

Border Command

My second favourite game mode and one of the first to exist. This predates base assault – the rules are effectively the same except the building is replaced by the whole of Zone A. However, the defenders cannot leave Zone A and the attackers can leave and enter at any point, but only by the 2 entrances. Traditionally, the attackers would have 25 lives and the defenders would have 20 as the defenders have a massive advantage. The defenders have far more cover points and places to hide, and to win they only need one person alive. For the attackers to win, they need to kill every single member of the defending team in 10 minutes. This is rarely done but is possible if the attacking team is able to enter the zone in under 2 minutes and has good cover fire from hawk’s nest. The defenders will usually have a few people very close to the entrance to deter attackers from entering too early and they will always die due to being the first ones being fired upon. The larger guns are able to sit at the very back with good cover and it’s very difficult to get to them unless the attacking team are very coordinated. 

10/10 – Defenders need to have good teamwork and attackers need to be quick. A lot of action in a small area.

Hunger Games

In a standard free for all it can be very difficult to spot who is cheating. This is because all you need to do is stay a good distance to whoever you’ve teamed up with, not shoot them and not talk to them when others are around. Even when they are spotted, it can be very easy to deny just by splitting up and then regrouping later. When called out by other players, it just devolves into ‘he said she said’ as they all accuse each other. Hunger games was created to make managing the final game easier with one tweak: allowing teaming up. Just like the hunger games source material and traditional free for all, there can only be one winner, even if you decide to team up. The same scoring rules still apply and everyone is on the 1X mode so they can still shoot their teammates. Before starting the final game mode, a vote is usually offered between FFA and Hunger Games –  99% of players will raise their hands for hunger games despite playing team games for the past 100 minutes. Standard FFA has never won when put to a vote.

8/10 – Resolves the main issue with FFA (cheating) but still provides a good challenge whether you team up or not.

Free For All Duos

This is a one-off game mode that can only be played when everyone is fully aware of the rules and agrees to them. All standard FFA rules are applied, but all players split into groups of 2. Unlike the other FFA games, their score is combined with their teammate’s and they will win as a pair if they have the highest score. This can be tricky to calculate as it relies on players returning back with their partner to add their scores together. 

8/10 – The duos rule adds an interesting tactical element as it’s almost impossible to win without your teammate.

Kill Confirmed

Along with domination, this game mode is the most fast paced. This game is just like team deathmatch, but only the kills that are confirmed count. To confirm a kill, the player has to return back to their base alive and with at least one kill. They are then new missioned, which resets their hits and kills. The team with the most confirmed kills wins. There is a high level of risk vs reward as a player needs to decide whether to waste time running back to base to confirm their kills or to keep going and risk losing their kills. This game mode can be very tricky to manage because your ref gun can hit multiple players at once, meaning you can reset a player you have not yet checked the score of. If you have too many players, it can take longer for them to respawn as they have to wait in a queue for the marshal to check other players’ scores. However, if there are too few players, there will hardly be any kills as most players will not want to to go beyond the middle path to avoid having to travel too far to respawn or bank kills.

6/10 – A fun and very fast paced mode, but is difficult to keep track of the score.

Capture the Fort

This game mode has only been played once or twice and is the same as base assault but with the one difference being that the defenders need to have 1 person left alive in the top fort. This can be more difficult as the defender as it is a smaller space and is difficult to get back into due to the fort being on a hill. The attackers can just take the fort and are able to easily see any defenders coming back at the end of the game.

3/10 – Same flaw as base assault, but the area is harder to attack.