Ayr, South Shields, Workington, Filey, Wigan, Widnes, Prestatyn, Sheffield, Nottingham, Shrewsbury, Telford, Birmingham, Llanelli, Harlow.
Quasar-Wars
Quasar is a laser tag battle, set of two teams; Red and Green and each team will have equal players and each team as a headquarters to protect. Each member will be wear a chest Q-zar pack/vests.
The pack/vests as a L.E.D screen each pack/vest in linked to system command, which shows three sets of numbers.
1-The top number shows the number of lives.
2-The second shows the number of shots, the better a tagger a player is the lest shots they've fire, but you can run out of shots and have to re-charge the phaser-pistol.
3-The bottom number shows how many time the soldier/fighter as at to re-charge their phaser-pistol.
And each soldier/fighter will carry their owe style laser phaser-pistol, the phaser fires a beam of infra light and once the soldier/fighter makes a clean and accurate shot the phaser will say "Good Shot." Each soldier/fighter pistol is loaded with ten shots at a time. To reload the phaser-pistols each soldier/fighter as to head to a network box.
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Around the arena there are a set of Network Boxes, these boxes show the soldier/fighter information about the battle; it transmits data between packs, so than the teams knows how their team is doing.
The Network Boxes is linked to the scoreboard, which shows both side's scores and the time remaining in the game.
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A team can win the war in two ways;
1-By destroy the opponents H.Q; by three soldiers/fighters tagging the H.Q twice, each three soldiers/fighters must activate their bomb, hold down the trigger for three seconds to fire a bomb.
2-By scoring the most points in battle, by tagging as many opponents as you can; you can tag the opponent by tagging them twice.
Supercharge Eliminator-A battle where soldiers/fighters have 5 lives. Once a soldier/fighter is out of all 5 lives, he or she is eliminated from the game, and the pack/vet will admit three warning sounds and your pistol are cut.
However; if a soldier/fighter are tag once then the soldier/fighter as a second while the packs vibrates to set a Defence Shield, then the soldier/fighter then as to run back to the Network zones.
Once one team completely eliminates all of the players on the opposing side, they win.
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Q-Zar tricks
-Doubling (AKA Twixing) takes two lives off an opponent in one tag cycle. Doubling requires precise timing by one or two people, and requires the second tag to be fired at the moment the reflex shot is fired.
-Clearing/Bonging is one of the most used team techniques. If a teammate is in his or her "Warning" phase, tagging the teammate will immediately clear that player's pack to normal. This, however, costs points. It is sometimes called Bonging, because of the sound the packs make when they are tagged by teammates. In addition when tagged by your own team your pack gives 1/5 second of protection from being tagged, allowing a teammate to prevent the other team tagging you.
-Canceling exploits the fact that Q-Zar packs use the same wire to transmit and receive information, and have a bug that results in incoming shots being ignored when the visual effect laser is turned on. This means that they can not fire and be hit at the same time. If a player pulls the trigger at the same time they are tagged, even if the player does not tag anyone, the pack does not detect the incoming signal.
-Setting/Bouncing exploits the fact that shots are a simple Infrared signal. This means that they will reflect off shiny surfaces, including, but not limited to skin, bright walls and the packs themselves. Players can use this trick to fire shots around walls. Generally, "Setting" or "Mirroring" is used to mean a teammate standing in a strategic position to reflect the shot while "bouncing" is used to mean reflecting a shot off the arena. In some cases the framework of an HQ allows a player to bounce a shot into the opposing HQ from several feet away.
-Time Left Holding the trigger in for a number of seconds makes the gun say, "time left" and the display shows the amount of time left in the game. Doing this while Bombs are enabled will fire a bomb first then display the remaining time.
-Plugging/Fusing is a bannable offense at most Q-Zar centers which occurs when a player inserts a charging pin or other conductive object into the charging socket on the bottom of the gun which causes the pack to reset. The other player's packs still retain information about when they were tagged whilst it appears that you have never been tagged. Fusing is very easy to detect by other players because the shot counter is reset and it will appear that the player has hit people while firing few or no shots.
-Covering/Blocking is when a player strategically holds the phaser or positions their body to make themselves harder to tag. This is not allowed in some centers, and is mostly used by expert players in Tournaments. The common types of covers are named Porkchop (aka Cradle, basic), 2G, Crab, Lean Back (aka Brazil), Quicksilver (aka Euro, high block, rifle.)
-Energise Base Hits. Two hits on a base are required to deactivate it, the gap required between the first and second shot is configurable on Q-Zar and Quasar Elite, with a window of around one second for the second shot. In a game of Energise or Stun it is possible for a player to shoot the base on a reflex. A player who has tagged the base once but has been shot has over a second to use their reflex. If timed correctly the reflex shot can be used to deactivate the base. Assuming the default 3 seconds defense shield followed by 3 seconds vulnerable period is used, and a 3 second base delay is setup: Player 1 is able to shoot the base and get shot by Player 2. During this time the base will issue its "self destruct" announcement. 3 seconds later player 1's defense shield has dropped to "Warning" state. If player 2 tags player 1 now, he is able to use his reflex shot to complete base destruction. The counter to this tactic is to wait until the player is on their final warning before shooting them (or out of warning if the player's speaker can not be heard), by this point the base will no longer be active and the player has to start the destruct sequence again.
-Clipping is the act of "clipping" the back sensor onto a corner of a wall making it un-shootable from a forward standpoint. If combined with a block can prove a very effective defense position.
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Q-Zar tips-
-Wear dark clothes – the UV lights make whites and light colours glow, which will give you away! Gear up wearing dark colours and shoes, such as blue or black.
- Don't run into the game get to know the arena, learn the layout, scope out all good spots. Use the arena to your advantage and plan accordingly.
-Find a good spot to stand and defend – look for somewhere you can see the enemy, but where your back is protected.
-Work as a team, especially on base games, to provide covering fire, whilst you advance. Stick together for more firepower!
-Split up-dived the team into different missions- One set attack and the other set ambush, and set one member as a scout and another as the draw. But if you split up do keep track of your teams moving.
-Don't run, stay defensive and stay alert at all time, so eyes open, it's dangerous if you run into another player's phaser, and you are an exposed target. It's better to crouch low, and keep your back to the wall.
-Stand sideways, take aim and shoot, this way, you'll have better chance of hitting your opponent. And by standing sideways you aren't much of a target.
-If you are shot at don't just stand there returning fire, seek cover and evade the other player. Communicate with other players on your team!
-If a player follows you and shoots you every time you reactivate (spawn killing) call a referee and get your team to take them out.
-Don't try and stay in one spot for too long, you want to surprise them in different areas.
-Stay down and low when the enemy is near. Be quiet don't give yourself away.
Bob, duck and dive!
Watch your back!
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Common Laser Tag Terms
-Cheater- 1. A good player; a player so good he must be cheating (not someone who actually cheats). 2. Exclamation of disgust. Used most often when someone takes all your lives. 3. Ironically for covering. For example, in response to "how'd you lose to him," you might say "He cheated. He kept covering his sensors and stuff."
-Dead- Describing player when he's out of lives and returning to the energiser. Note that a player on warning or defence shields is not dead. He is down.
-Dink- 1. The shot confirmation sound. When a player gets tagged, his sensors transmit a shot confirmation signal which contains the I.D. of the player who tagged him. If the equipment of the player who shot him receives this signal it makes the dink sound. 2 (n.) An inexperienced player; a fish. Often plural: "bunch of dinks."
Dong- 1. The sound made when a player gets shot by his own team. This sound lasts for about one second. He cannot be tagged by the other team, his own team, or the marshal laser. If a player is on warning and his own team shoots him, his laser will make the dong sound and his warnings end. To shoot one's own team.
-Double tag- A double tag is when you get shot, go for your reflex, and get shot again before your defence shields start. Double tags are much easier with the shots per second rate set above one.
-Down- When a player is tagged and has lives left, he must wait through a six second penalty sequence. During these six seconds the laser says "Defence shield, active, active, warning, warning and warning." It is during this period that player is said to be down. In small games of experienced players, where verbal communication is critical, team mates will often report their status to each other.
-Download- After the game is over, players return to the energiser one last time. This last trip makes the gun stop saying "game over, return to energiser" as well as transmitting any remaining hits on the gun to the game computer. Downloading puts a check by the player's number of the game computer.
-First call-
1. The announcement for people who haven't played before to go to the briefing room.
2. (n.) The briefing corresponding to this announcement.
3. (n.) Someone who hasn't played before; a person in a first call briefing. Sometimes pronounced "fish call." Arguably the worst, possibly the most important, and definitely the most repetitive part of a marshal's job.
-Headquarters- Each team has a headquarters. A player must get directly (barring technical glitches) underneath the headquarters and shoot up. A headquarters is deactivated by shooting it twice. The time between these shots must be equal to the HQ Delay.
-Marshal- Q-Zar enforcers and referee. They enforce rules and punishes players.
-Newbie nuker- A player of experience who picks on inexperienced players; a fish-killer.
-Second call- The second portion of the game briefing; the part of the brief heard by people who have played before. See first call.
-Warning- 1. Last three seconds of the penalty sequence, see defence shield. 2. Of or describing a player whose laser is on the warning part of the penalty sequence.
