Monday, 27 April 2015

Loadouts 15: Personal Loadouts 4

A couple of new loadouts from newer acquisitions.
Do note that in the games I host with just my friends, I almost never run with a secondary because I can't be bothered, and noone else uses them. Heck, me being able to carry more than two clips is already overpowered.

Scenario Description: Loadouts that we use, tailored to our needs.
Keys to Victory: N/A
Unnecessary Burdens: N/A


Clip System 2c (General use)

Primary: Elite Rayven CS-18 (EPPS, Shortened Retal barrel with Retal Foregrip, Tamiya Mach Dash Pros + 1S LiPo)
Secondary: Rebelle Sweet Revenge (x1 or 2)
Gear: BSUK Battle Belt, Sweet Revenge holster (x1 or 2)
Ammo: 18 dart clips, Kooshes
Purpose: To provide longer range flywheel goodness
Strengths: Range, accuracy (slightly superior to that of Stryfe), can dual wield both blasters, reloading is easy, ROF, fairly compact and light, almost no rev time
Weaknesses: Minimal range loss over time and in rapid fire
Description: I personally prefer using the Rayven to the Stryfe, because I prefer the Rayven's design and I like bullpup things. It's also more compact than an equivalently tacticool Stryfe because of the bullpup design. Ranges are excellent thanks to the new motors and battery, comparable to that of my EAT, yet with the ROF of a flywheeler, which combine to make a great blaster.
This is also probably what I would run in an HvZ or any larger Nerf wars (that don't use half length darts), hence the SRs. If not the Rayven I'd run my EAT, or possibly an overhauled Rapidstrike if I get one done.
If possible I would run with 5 18 clips, one loaded and 4 in the Belt, I just couldn't be bothered fishing out my 18 clips for the pic on the right.

Clip System 2c (Close range)

Primary: Elite Rapidstrike CS-18 (EPPS, minimised [RapidPDW], 2S LiPo)
Secondary: None or Rebelle Bliss
Gear: BSUK Battle Belt
Ammo: 18 dart clips, Kooshes
Purpose: To provide compact rapid fire flywheel goodness for close quarters
Strengths: Ease of spamming, one-handability, faster rev time than stock, sufficient range for CQC, ROF, reloading
Weaknesses: Not very comfortable to hold in two hands, heavier and bulkier than a similar size Stryfe, small rev time
Description: With the E.Rayven's new motors, it's now a blaster I can't use safely in close quarters as it hits extremely hard at such ranges. The RapidPDW was the blaster I built to replace the E.Rayven for close quarters and Uni games, and it performs extremely well. The power of the LiPo gives the RPDW a good rate of fire of about 6-7dps and a respectable range without sacrificing either (which was an issue with IMRs). The stock makes the RPDW solid and comfortable to shoulder and aim, and can also be removed to make the RPDW smaller and more maneuverable. While I typically prefer springers for close quarters, the power of the LiPo greatly reduces the typical weakness of a flywheeler in CQC, rev up time. With the greatly reduced rev up time, the RPDW can get off a solid shot a fraction of a second after a primed springer, however after that it can spray out a burst of darts before most springers can get off a second or third shot.
With this CQC loadout, I take less 18 clips than I normally would, as CQC games are typically shorter, and the reduction in bulk helps in maneuverability.

Revolver 1 (Close range)

Primary: Rebelle Sweet Revenge x 2
Secondary: None
Gear: Dart pouch, Sweet Revenge holster x 2
Ammo: Whatever darts are available, preferably Kooshes
Purpose: To provide highly mobile dual wielding awesomeness for times when clip system stuff is unsuitable
Strengths: Range, dual wielding is easy, comfortable and highly effective against comparable blasters, very light and highly mobile
Weaknesses: ROF isn't as good as slam fire, less capacity than dual Strongarms, accuracy isn't great
Description: This loadout has been devastatingly effective for me in the wars I use it in, even when I had just one Sweet Revenge. I use it primarily at Tag Recon games, where the majority of blasters are Strongarms, Roughcuts and other small/mid sized non-clip system blasters.
My primary (right hand) Sweet Revenge is my modded one, and gets a fair bit more range than stock thanks to a spring upgrade, though the prime is a fair bit harder. It's also compatible with just about any type of Nerf micro dart, and fires them all well, even the worn out slightly thinner ones that can jam up other blasters (though not as well of course). It's the one I use for longer ranged potshots and suppression. This was my first Sweet Revenge, and is my secondary for just about every loadout where it's not a primary. The extra range of this Sweet Revenge allows me to get solid tags on opponents who can barely get a shot near me.
My secondary (left hand) Sweet Revenge is not as powerful, as my left thumb tends to slip if the spring load is too strong. It can misfire with old worn out darts thanks to the AR, but is mainly used to support my primary. It provides follow-up shots and the ability to threaten two opponents at once, or threaten an opponent with two shots which is very helpful especially in mini HvZ. The secondary Sweet Revenge also helps give me cover when I'm reloading or repriming the primary one. I got this Sweet Revenge pretty much entirely for dual wielding, and I'm very glad I did.
I tried dual wielding Strongarms, and it feels far clunkier and clumsier than dual Sweet Revenges. I also personally don't like Hammershots as much, they don't feel as good in hand, and aesthetically don't appeal to me.

Rockets 1 (Light)

Primary: Buzz Bee Extreme Blastzooka (on sling)
Secondary: Rebelle Sweet Revenge (x1 or 2)
Gear: Nerf Tactical Vest, Sweet Revenge holster (x1 or 2)
Ammo: Buzz Bee or Demolisher rockets, Kooshes
Purpose: To provide lightweight rocket firepower
Strengths: Lightweight for a rocket blaster, light and mobile
Weaknesses: Lack of range compared to dart blasters, long pump time, single shot, overall lack of practicality unless rockets have special powers, overall is very weak compared to more generalised (usually clip system) based loadouts
Description: The Blastzooka is currently the only standalone rocket blaster available in stores (albeit not Aussie stores *sigh*) and for that reason it's the most suitable blaster for this role. While you probably wouldn't want to use it in a regular gamemode, in games where rockets have special powers (such as taking someone out of the game or destroying shields) the threat of a rocket shot is more than enough to cover up the general impracticality and weakness of the loadout.
Sweet Revenges are my standard secondary, and chances are they'll be used a lot because of the Blastzooka's slow reload time and single shot.
The Nerf Tac Vest conveniently holds Buzz Bee rockets quite well.


Revolver 1 (Close range)

Primary: Rebelle Sweet Revenge x 2
Secondary: None
Gear: Dart pouch, Sweet Revenge holster x 2
Ammo: Whatever darts are available, preferably Elites
Purpose: To provide highly mobile dual wielding awesomeness
Strengths: Range, dual wielding is easy, comfortable and highly effective against comparable blasters, very light and highly mobile
Weaknesses: ROF isn't as good as slam fire, accuracy isn't great
Description:This loadout has been highly effective at the small casual Nerf games I attend, with 3-4 people (including me)and where most blasters are old N-Strike clip-system blasters and occassionally some non-clip system Elite blasters like Firestrikes and Strongarms,
My primary( right hand) Sweet Revenge is currently modded, with a Jolt spring added and gives me a range advantage over almost every other blaster available and is also lightweight, giving me the advantage to run fast and potshot people from far away, with its range even coming close to the incredibly powerful Wipeout Chalk Blaster that one of my friends uses.
My secondary (stock) Sweet Revenge is simply there for dual-wielding awesomeness and to back me up when I'm reloading my primary SR. In the first game where I used this loadout, I won a Free-for-All round and afterwards my loadout was deemed "incredibly OP" so now I generally use only my primary Sweet Revenge (Which is still overpowered nevertheless).

Saturday, 18 April 2015

LiPo Mods: Elite Rayven and Rapidstrike PDW

So far in my electrical modding history, I've done several rewires and a few (minor) motor replacements [usually just Barricade motors], but I have never delved into the world of LiPo batteries. After experiencing some blasters that don't work too well even with the higher current IMRs, I decided to save up and jump in.

Saturday, 11 April 2015

Nerf Game Report 9/4/15

I attended a small Nerf war today at a local primary school run by Equalz Dee Foam Arms. It was a lot of fun, and was very different from the games I normally play.

Sunday, 29 March 2015

2015 Birthday Presents

Yep, that time of year again.
  • BoomCo Rapid Madness
  • Rebelle Secret Shot
  • 70784 Lewa - Master of Jungle
  • Fabrikations Chewbacca
  • Samsung Gear S
  • Many kashes

Wednesday, 25 March 2015

Comparison: Nerf ZS Doublestrike vs Nerf Elite Triad

For a time the Triad was Nerf's best pocket pistol, packing 3 consecutive shots along with the small profile of a Jolt and the power of an Elite blaster. However in 2014, the Zombie Strike series received the Doublestrike, a small blaster also intended for the pocket pistol role. Which one is better at its job?

Tuesday, 17 March 2015

Mod: Motor Replaced Elite Rayven

The Elite Rayven is one of my favourite blasters. I love its aesthetics and the way it feels, and it's my go-to flywheeler. Sadly as I normally run it with 2 Barricade motors on 2 IMRs, its performance doesn't quite stack up to my EAT with OMW spring, and in games against similar level modded blasters (spring replaced springers), I can really feel the difference in power. So I departed on a quest to get more power from my beloved Rayven, and I entered the world of motor replacements.

Wednesday, 11 March 2015

Game Report 10/3/15

First game of the semester with the Uni's Nerf group, now called META, hopefully the first of many more.

Mini HvZ - 5 second stun for zombies. Usually requires at least 7 players. Works great for initiating new players since it's instantly intense and also promotes solidarity with strangers when you're getting overwhelmed.
Team DM - FPS classic, this one played with 3 respawns and single shot respawn.
Tag Teams (10move)- TDM where instead of being eliminated you cannot fire for 10 seconds (but can still move), then can touch a teammate to return to play. Different from the old style which was a 3 second revive (denoted Tag Teams (3rev)).

Strongarms - the usual comparison blaster, simple and effective.
Sweet Revenges (dual) - my usual dual wield pistols. Worked great as always, especially for surviving in HvZ. I wasn't targeted by a zombie until very late in the game due to the intimidation factor
Roughcuts - performed as per usual, more cool factor but much larger than Strongarms.
Elite Rayven (Barricade motors, 2 IMR 14500s) - incredibly overpowered, the only thing that could stop its rampage was running out of clips.

Elite Retaliator - performed similar to the Strongarms, except for the obvious capacity difference as they were supplied with 12 dart clips. The ability to put out so many more darts before reloading was quite an advantage, though as it is harder to use than a Strongarm, it's not the most suitable blaster for newbies. Power is also slightly lacking, which became very evident when I went against a Retal user with my SRs.
Elite Triad (white, orange trigger 90ft XD) - compared to grey trigger blasters the orange trigger Triads packed a serious punch, outranging grey trigger triads by at least 20%. However they had a significant issue in that the barrels are noticeably looser than blue Triads, resulting in a large number of squibs and misfires. This made using the Triads very difficult, as to ensure you would get 3 shots you would need to pick out the best darts you could find, which is not easy for used darts that have been sitting in the sun.
ZS Hammershots (dual) - performed similar to my Sweet Revenges, though not modded so not as powerful. The user is fairly experienced with dual wielding and so wasn't hindered significantly, though the power difference between the HSs and my SRs was noticeable, as I was able to get some good shots off while still being relatively safe.
Elite Rapidstrike (minimised, 2 IMR 14500s) - I used the Rapidstrike similarly to how I use the Stryfe an Rayven, however unlike those blasters, the Rapidstrike puts out a ROF of about 5dps consistently and easily. It's also light enough to one-hand, though of course my Rapidstrike has been cut down to be fairly comfortably two-handable. The main issue came from the Rapidstrike simply being too good all round, much like the Rayven except even more overpowered. It has about the same range, while having a more consistent and spammable ROF being full auto, and as a clip system blaster also has a huge capacity and reload advantage. I took on three people using Strongarms, Roughcuts, etc using just the Rapidstrike, and I took them all out without getting hit once, as I was able to simply stand back and spray them down. Needless to say it will not be returning to regular games in the near future.

We played in basically the same area as most of our previous games, tambark surrounded by grass, with a few trees and benches but quite open.

Mini HvZ worked great as usual, however with 6 players we tried 1 OZ and it didn't turn out well. When we had a volunteer sacrifice himself for the cause however, it went great. The extra zombie almost immediately got a tag due to a flanking/distraction maneuver, and from there the humans were totally doomed. I was the last survivor with my dual Sweet Revenges, and I managed to survive long enough to use up all of my darts.

TDM was more of a filler game type just to get a few of us going while trying to encourage others to join in. It worked well enough for what it was, the small team sizes meant cooperation and communication was easy, making it quite a fun tactical exercise with the cover we had.

Tag Teams didn't work particularly well, as in a 2v2 situation if you lose your teammate you're basically screwed, and if it ends up as a 1v1 it becomes a duel/standoff and the downed teammates rarely have any chance of getting back in the game.
I feel that at least 6 players are required for Tag Teams to become significantly different from TDM, as having a spare teammate as a distraction gives players an actual chance of getting back in the game.

Not that much happened this time around, we didn't get many players so we were stuck with just TDM style games. We're hoping that branching out into other non-Nerf games will bring in a larger player base, who we can then just assimilate into Nerf games for some larger scale fun.

Tuesday, 10 March 2015

Review: Nerf Rebelle Messenger (20m Aus grey trigger)

The Rebelle Messenger is one of Nerf's new Rebelle blasters under the Secrets and Spies subline, which revolves around sending secret messages written on the darts. The Messenger has already become fairly popular thanks to it being a "Triadstrike", that is, in essence a Firestrike with the barrel block of a Triad, though obviously in Rebelle colours and style.