Showing posts with label Alpha Trooper. Show all posts
Showing posts with label Alpha Trooper. Show all posts
Tuesday, 2 December 2014
Mod: Bullpup Elite Alpha Trooper
I've been a bit preoccupied the past few weeks which is why there have been no new reviews, but hopefully this post will tie you guys over until I can get the next one done.
Labels:
Alpha Trooper,
bullpup,
Elite,
Mod,
Nerf
Thursday, 17 April 2014
Loadouts 12: Personal Loadouts 3
Scenario Description: Loadouts that we use.
Keys to Victory: N/A
Unnecessary Burdens: N/A
Keys to Victory: N/A
Unnecessary Burdens: N/A
Labels:
Alpha Trooper,
Elite,
Jolt,
Nerf,
pyragon,
rebelle,
roughcut,
Sharp Shot,
sledgefire,
stryfe,
sweet revenge,
triad
Thursday, 26 December 2013
2013 Nerf Sum Up
It's that time of year again, time to look back at everything Nerf in 2013.
And what a year is has been, with more blaster releases this year than any other year I've documented.
Also Merry Christmas/Happy Holidays and Happy New Year from all of us at Outback Nerf.
And what a year is has been, with more blaster releases this year than any other year I've documented.
Also Merry Christmas/Happy Holidays and Happy New Year from all of us at Outback Nerf.
Labels:
Alpha Trooper,
Ammo Box,
Barrel Break,
centurion,
Elite,
firestrike,
Jolt,
mega,
Nerf,
rapidstrike,
Rayven,
Reflex,
roughcut,
Spectre,
stinger,
Strongarm,
stryfe,
triad
Tuesday, 29 October 2013
Loadouts 11: Sniping Part 2
It's been a while since my last Loadouts post. This one'll be pretty short since I don't have much time these days, but hey, exams'll be over in around 3 weeks.
Scenario Description: Player is relatively well concealed, behind or near cover, and can hit enemy players/targets while not being within range of enemies.
Keys to Victory: Accuracy and patience. If you can't get a good shot off, don't waste your ammo and give away your position. Sure, if you really need to fire then go ahead, but if there isn't that urgency then keep your shots for when you can guarantee hits.
Unnecessary Burdens: Large, non-sniper primary blasters. As a sniper, you should be travelling light to be able to fire, then move from cover to cover to prevent being retaliated against. Alternatively, if you're good enough, you can prevent enemies from taking your hiding place, which is good if you've found a particularly good spot for sniping. To do this you'll need lots of ammo and quite a bit of skill. If you are constantly being shot at, then either the play field is unsuited to snipers, you're not being a good sniper, or you're holding a critical position.
Single Shot 1
Primary: (m) N-Strike Nitefinder EX-3 OR Elite Firestrike
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Elite Strongarm)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol
Strengths: Range (primary), accuracy (primary), lightweight, compact
Weaknesses: Reload time (primary), priming strength required (primary)
Description: Both the Nitefinder and Firestrike have reasonably large direct plungers, meaning that a good spring upgrade and proper rebarreling/couplering can get you an extremely powerful and surprisingly compact single shot blaster. In the modding community Nitefinders were quite popular due to their ease of modding, the great results and their low price and availability. Though Firestrikes are not quite as easy to mod, they can produce similarly impressive results, with both blasters being able of breaking 100ft (30m) with well done mods and strong springs.
Either way, if you want to be able to fire darts accurately at long range but do not have the money for a Buzz Bee Range Master, Longshot, etc, a Nitefinder or Firestrike can be a good alternative.
Single Shot 2
Primary: Dart Tag Sharp Shot
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Vortex Praxis)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol

Strengths: Range (primary), accuracy (primary), lightweight, compact
Weaknesses: Reload time (primary),
Description: The blue trigger Sharp Shot, although it has a reverse plunger, has a stronger spring than the original and can fire darts up to 17m flat on a good shot (average shots are around 15m), making it a good alternative to the traditional Nitefinder/Firestrike. For us Aussies with weak downtuned blasters, the blue trigger Sharp Shot is probably the best ranged dart blaster that has really good accuracy at good range, since all Elite blasters use somewhat inaccurate Elite darts.
Besides the Range Master this is probably the best you'll get for stock modern micro dart long range firing. Against other stock dart blasters this loadout will probably actually do decently.
Single Shot 3
Primary: Wipeout Chalk blaster (m optional)
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Vortex Praxis)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol
Strengths: Range (primary), accuracy (primary), lightweight, compact
Weaknesses: Reload time (primary),
Description: The Wipeout Chalk blaster, once available in Hot Dollar stores, was a very powerful direct plunger blaster, with average ranges of 17m and max ranges of 20m. It was also compatiable with streamlines and even those had decent accuracy. However, this blaster is now very rare in Australia and if you see one, pick it up as it is a very good alternative to Firestrikes and Nitefinders. Besides the Range Master and the Sharp Shot this is probably the best you'll get for stock modern micro dart long range firing. Against other stock dart blasters this loadout will probably actually do quite well. Modded, the Wipeout is even more beastly than the Nitefinder or Firestrike.
Clip (Mag) System 3
Primary: Mega Centurion
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Elite Strongarm)
Gear: Mega clip (mag) holders, sling/holster for secondary, ammo holders for secondary
Ammo: Mega darts and clips (mags), ammo for secondary
Purpose: To provide the highest (stated) range of a currently available stock blaster
Strengths: Range (primary, on good shots)
Weaknesses: Dart cycling time (primary), accuracy (primary), dart fragility (primary), ammo incompatability (primary)
Description: Ah, the Nerf Mega Centurion. Quite possibly the biggest disappointment in the N-Strike/Elite era with its incredible jam rate, dart deterioration rate and general terrible performance. Nevertheless, its awesome design lends itself to being a sniper blaster, and on a lucky shot it actually fires near its advertised range of 100ft. That is, at an angle. A very high angle.
For us Aussies the range doesn't even go near 80ft, advertising a mere 20m and quoting Urban Taggers, "An N-Strike Nitefinder performs better.". So if you're dead set on getting a Centurion, get a full 100ft US version.
Seriously though, you're probably better off just using a lightly modded Longshot than a Centurion. It'll be far smaller and easier to handle, not to mention the Longshot can use existing common ammo types, and is much more consistent.
Why no Vortex you may ask? Simple, the velocity of Vortex discs is far slower than darts for blasters of equivalent range. Though Vortex blasters do fire much further than regular dart blasters, their low muzzle velocity makes it much easier to dodge incoming discs than darts. Additionally their vulnerability to the slightest change in conditions (darts are less temperamental) and tendency to veer off make them bad for proper sniping.
Scenario Description: Player is relatively well concealed, behind or near cover, and can hit enemy players/targets while not being within range of enemies.
Keys to Victory: Accuracy and patience. If you can't get a good shot off, don't waste your ammo and give away your position. Sure, if you really need to fire then go ahead, but if there isn't that urgency then keep your shots for when you can guarantee hits.
Unnecessary Burdens: Large, non-sniper primary blasters. As a sniper, you should be travelling light to be able to fire, then move from cover to cover to prevent being retaliated against. Alternatively, if you're good enough, you can prevent enemies from taking your hiding place, which is good if you've found a particularly good spot for sniping. To do this you'll need lots of ammo and quite a bit of skill. If you are constantly being shot at, then either the play field is unsuited to snipers, you're not being a good sniper, or you're holding a critical position.
Single Shot 1
Primary: (m) N-Strike Nitefinder EX-3 OR Elite Firestrike
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Elite Strongarm)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol
Weaknesses: Reload time (primary), priming strength required (primary)
Description: Both the Nitefinder and Firestrike have reasonably large direct plungers, meaning that a good spring upgrade and proper rebarreling/couplering can get you an extremely powerful and surprisingly compact single shot blaster. In the modding community Nitefinders were quite popular due to their ease of modding, the great results and their low price and availability. Though Firestrikes are not quite as easy to mod, they can produce similarly impressive results, with both blasters being able of breaking 100ft (30m) with well done mods and strong springs.
Either way, if you want to be able to fire darts accurately at long range but do not have the money for a Buzz Bee Range Master, Longshot, etc, a Nitefinder or Firestrike can be a good alternative.
Single Shot 2
Primary: Dart Tag Sharp Shot
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Vortex Praxis)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol
Strengths: Range (primary), accuracy (primary), lightweight, compact
Weaknesses: Reload time (primary),
Description: The blue trigger Sharp Shot, although it has a reverse plunger, has a stronger spring than the original and can fire darts up to 17m flat on a good shot (average shots are around 15m), making it a good alternative to the traditional Nitefinder/Firestrike. For us Aussies with weak downtuned blasters, the blue trigger Sharp Shot is probably the best ranged dart blaster that has really good accuracy at good range, since all Elite blasters use somewhat inaccurate Elite darts.
Besides the Range Master this is probably the best you'll get for stock modern micro dart long range firing. Against other stock dart blasters this loadout will probably actually do decently.
Single Shot 3
Primary: Wipeout Chalk blaster (m optional)
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Vortex Praxis)
Gear: Dart holders (e.g. pouch on belt), sling/holster for secondary, ammo holders for secondary
Ammo: Suitable darts - stefans if possible, ammo for secondary
Purpose: To provide compact, high power blasting with a single shot pistol
Strengths: Range (primary), accuracy (primary), lightweight, compact
Weaknesses: Reload time (primary),
Description: The Wipeout Chalk blaster, once available in Hot Dollar stores, was a very powerful direct plunger blaster, with average ranges of 17m and max ranges of 20m. It was also compatiable with streamlines and even those had decent accuracy. However, this blaster is now very rare in Australia and if you see one, pick it up as it is a very good alternative to Firestrikes and Nitefinders. Besides the Range Master and the Sharp Shot this is probably the best you'll get for stock modern micro dart long range firing. Against other stock dart blasters this loadout will probably actually do quite well. Modded, the Wipeout is even more beastly than the Nitefinder or Firestrike.
Clip (Mag) System 3
Primary: Mega Centurion
Secondary: Mid range blaster of choice (e.g. Elite Alpha Trooper CS-12, Elite Strongarm)
Gear: Mega clip (mag) holders, sling/holster for secondary, ammo holders for secondary
Ammo: Mega darts and clips (mags), ammo for secondary
Purpose: To provide the highest (stated) range of a currently available stock blaster
Strengths: Range (primary, on good shots)
Weaknesses: Dart cycling time (primary), accuracy (primary), dart fragility (primary), ammo incompatability (primary)
Description: Ah, the Nerf Mega Centurion. Quite possibly the biggest disappointment in the N-Strike/Elite era with its incredible jam rate, dart deterioration rate and general terrible performance. Nevertheless, its awesome design lends itself to being a sniper blaster, and on a lucky shot it actually fires near its advertised range of 100ft. That is, at an angle. A very high angle.
For us Aussies the range doesn't even go near 80ft, advertising a mere 20m and quoting Urban Taggers, "An N-Strike Nitefinder performs better.". So if you're dead set on getting a Centurion, get a full 100ft US version.
Seriously though, you're probably better off just using a lightly modded Longshot than a Centurion. It'll be far smaller and easier to handle, not to mention the Longshot can use existing common ammo types, and is much more consistent.
Why no Vortex you may ask? Simple, the velocity of Vortex discs is far slower than darts for blasters of equivalent range. Though Vortex blasters do fire much further than regular dart blasters, their low muzzle velocity makes it much easier to dodge incoming discs than darts. Additionally their vulnerability to the slightest change in conditions (darts are less temperamental) and tendency to veer off make them bad for proper sniping.
Labels:
Alpha Trooper,
centurion,
Dart Tag,
Elite,
firestrike,
mega,
Nerf,
Nitefinder,
Sharp Shot,
Strongarm
Wednesday, 23 October 2013
Nerf Elite Alpha Trooper Slam Fire Demonstration
I did this video in reply to a skeptic, nickpro11 of Youtube. It's my method of slam firing the EAT. Accuracy goes out the window but ROF is very high.
Labels:
Alpha Trooper,
Elite,
Nerf,
slam fire
Monday, 7 October 2013
HFCBE: Nerf Alpha Trooper CS-18 (stock)
A while back I did an Elite Alpha slam fire vid, in which the Elite Alpha in question had a BT v2 spring of 8.5kg load, stock spring being around 2kg. So I went and got one of my stock ATs and slam fired that to see what kind of ROF I could get.
Time: 2.91
No. darts: 18
ROF: 5.842dps or 350.5dpm
Strangely enough, ROF with a stock AT is slower than ROF with my 8.5kg EAT. *genius*
Time: 2.91
No. darts: 18
ROF: 5.842dps or 350.5dpm
Strangely enough, ROF with a stock AT is slower than ROF with my 8.5kg EAT. *genius*
Wednesday, 11 September 2013
Loadouts Vid: Elite Alpha Trooper and Stryfe
So jumping on the Loadouts Vids bandwagon, here I am with my first Loadouts vid.
This vid features primarily my Elite Alpha Trooper (with 8.5kg BT v2 spring) and my Elite Stryfe (with 2 Trustfires).
EDIT: Please don't use Trustfires, use IMRs instead. eFest, AW and Windyfire are the brands you're looking for.
Enjoy!
This vid features primarily my Elite Alpha Trooper (with 8.5kg BT v2 spring) and my Elite Stryfe (with 2 Trustfires).
EDIT: Please don't use Trustfires, use IMRs instead. eFest, AW and Windyfire are the brands you're looking for.
Enjoy!
Thursday, 22 August 2013
Loadouts 10: Personal Loadouts Part 2
Scenario Description: Loadouts that we use.
Keys to Victory: N/A
Unnecessary Burdens: N/A
P13c30fch33s3
Clip (Mag) System 1a (General use)
Primary: Elite Alpha Trooper CS-12 (Retal stock, EPPS, 12/18 dart clip [mag], Secret Strike Pocket Shotgun on side rail, BT V2 8.5kg spring)
Secondary: Elite Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide well rounded, tacticool and generally awesome clip (mag) system-ness.
Strengths:
Range (primary), ROF, reloading is fast, SSPS provides emergency/spread
shots at reasonable range, secondary is good and reliable, jamming is
rare, looks amazingly tacticool and awesome
Weaknesses: Accuracy (unless use of stefans, primary specific), primary is useless while reloading
Description: Because the Elite AT uses a direct plunger over the N-Strike AT's reverse plunger, the EAT has more potential and is easier to get up to great ranges. Additionally firing it is much more quiet because the AR is still intact, and the EAT looks much better because it has had minimal modding done to it. I am awaiting the results of an AR removal test to see whether or not I should remove it.
Clip (Mag) System 2a (General use)
Primary: Elite Stryfe (whatever attachments I feel like, 12/18 dart clips [mags], 2 or 3 14500s, rewired)
Secondary: Elite Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide tacticool flywheel goodness, which gives easy to get high ranges and spammability
Strengths: Range (primary), ROF, reloading is super fast, secondary is good and reliable, practically no chance of jams
Weaknesses: Accuracy (unless use of stefans, primary specific), primary must be revved up for max range, rapid fire reduces range temporarily, range lost over time due to draining of batteries
Description: As said earlier, the Stryfe is the most tacticool blaster I've used, beating the Recon by one tac rail. It's also very light, surprisingly thin and looks awesome, along with performing very well. Essentially it acts the same as a Rayven, but is more quiet, more tacticool and more smooth to use, which is why I prefer it over the Rayven.
Clip (Mag) System 3a (WIP, Sniper)
Primary: N-Strike Longshot CS-6 (brass breech, varying spring combinations, Scout IX-3 on bottom, N-Strike Pinpoint Sight, Slydev Front and Rear Iron Sights (no drop), Slydev Longshot Front Tac Rail, Slydev Tac Rail Sling Loop, Secret Strike Pocket Shotgun on side, 12 dart clip [mag])
Secondary: Spectre REV-5/Snapfire 8/Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12 dart clips (mags), stefans
Purpose: To provide high power, high accuracy clip (mag) fed goodness from the revered Longshot.
Strengths: Range (primary), reloading, blaster can still be loaded while reloading, accuracy, can have shotgun effect by double/triple feeding
Weaknesses: ROF is lacking, Longshot is quite bulky
Description: Simply updating the tacticool on the Longshot. Thanks primarily to Slydev for allowing so much tacticool. Ranges with stefans are beyond 30m (100ft), and Elites/Streamlines are far to unstable to accurately measure range.
Single Shot 1a (Sniper)
Primary: Avengers Hawkeye Bow (modded to fire darts)
Secondary: Elite Alpha Trooper CS-12 (BT V2 8.5kg spring, 12/18 dart clip [mag])
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: To provide high range and accuracy firepower, with clip (mag) fed rapid fire backup
Strengths: Range (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: A Stryfe is a great blaster, but the fact remains that because it's a flywheeler it need to be revved up to fire. In those times when you don't have time to rev up, you're left with the sole option of running away. To avoid this, you need a non-flywheel secondary, and thus the EAT was chosen. Why? Well, besides the EAT being an all round great blaster, most importantly it has no fire delay. While with the Stryfe you have to rev up to fire, with the EAT you can just whip it out and fire. Obviously the EAT is larger than the Stryfe, but as a sniper I don't really intend to do a lot of running unless absolutely necessary.
Airgun 1 (Sniper)
Primary: Buzz Bee Big Blast (couplered, Raider stock on pump)
Secondary: Elite Alpha Trooper CS-12 (BT V2 8.5kg spring, 12/18 dart clip [mag])
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: When you just have to outrange everyone else by a ridiculous margin
Strengths: Range is absurd (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: Just a quick note to make this section make more sense, the average engagement ranges that my friends have is at most 15m, because the blasters we use are generally stock or lightly modded. Buzz Bee Big Blasts are well respected blasters in the modding community, because of their huge airtanks, low retail price and general modding potential and ease of modding. Anyway, when I say 'range is absurd', I mean it. My 4B can fire stefans beyond 55m (180ft), making it a true Nerf sniper. So we've got range well and truly covered, the EAT is for if someone gets too close. It's not like I actually want to hurt my friends...
EDIT: Don't pay the exact range claim too much stock, just know that 4Bs far outclass the blasters we normally use when it comes to range.
Airgun 2 (Psuedo-Sniper/NIC war)
Primary: Nerf Supermaxx 1500 (overhauled for stefans)
Secondary: Elite Alpha Trooper CS-12 (BT V2 8.5kg spring, 12/18 dart clip [mag])
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites and Stefans)
Purpose: For a balance of high range and ROF
Strengths: Range (primary), accuracy (primary), ROF vs other airguns (primary), ROF (secondary), reloading
Weaknesses: Accuracy (secondary), ROF (primary)
Description: The Supermaxx 1500 is well known among the Nerf modding community for respectable ranges (100-130ft depending on stefan) as well as a higher than usual ROF for an airgun (has a turret as well as a small tank, meaning low pump count). This makes it superior against most other airguns at mid range encounters, but without the ridiculous range of (say) a 4B, it isn't a true sniper type blaster. Again, because of the inherent slow firing of an airgun plaguing the SM1500, I have an EAT for backup close-mid range rapid fire.
Keys to Victory: N/A
Unnecessary Burdens: N/A
P13c30fch33s3
Clip (Mag) System 1a (General use)
Primary: Elite Alpha Trooper CS-12 (Retal stock, EPPS, 12/18 dart clip [mag], Secret Strike Pocket Shotgun on side rail, BT V2 8.5kg spring)
Secondary: Elite Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide well rounded, tacticool and generally awesome clip (mag) system-ness.
Weaknesses: Accuracy (unless use of stefans, primary specific), primary is useless while reloading
Description: Because the Elite AT uses a direct plunger over the N-Strike AT's reverse plunger, the EAT has more potential and is easier to get up to great ranges. Additionally firing it is much more quiet because the AR is still intact, and the EAT looks much better because it has had minimal modding done to it. I am awaiting the results of an AR removal test to see whether or not I should remove it.
Clip (Mag) System 2a (General use)
Primary: Elite Stryfe (whatever attachments I feel like, 12/18 dart clips [mags], 2 or 3 14500s, rewired)
Secondary: Elite Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide tacticool flywheel goodness, which gives easy to get high ranges and spammability
Strengths: Range (primary), ROF, reloading is super fast, secondary is good and reliable, practically no chance of jams
Weaknesses: Accuracy (unless use of stefans, primary specific), primary must be revved up for max range, rapid fire reduces range temporarily, range lost over time due to draining of batteries
Description: As said earlier, the Stryfe is the most tacticool blaster I've used, beating the Recon by one tac rail. It's also very light, surprisingly thin and looks awesome, along with performing very well. Essentially it acts the same as a Rayven, but is more quiet, more tacticool and more smooth to use, which is why I prefer it over the Rayven.
Clip (Mag) System 3a (WIP, Sniper)
Primary: N-Strike Longshot CS-6 (brass breech, varying spring combinations, Scout IX-3 on bottom, N-Strike Pinpoint Sight, Slydev Front and Rear Iron Sights (no drop), Slydev Longshot Front Tac Rail, Slydev Tac Rail Sling Loop, Secret Strike Pocket Shotgun on side, 12 dart clip [mag])
Secondary: Spectre REV-5/Snapfire 8/Triad EX-3
Gear: N-Strike Tactical Vest
Ammo: 12 dart clips (mags), stefans
Purpose: To provide high power, high accuracy clip (mag) fed goodness from the revered Longshot.
Strengths: Range (primary), reloading, blaster can still be loaded while reloading, accuracy, can have shotgun effect by double/triple feeding
Weaknesses: ROF is lacking, Longshot is quite bulky
Description: Simply updating the tacticool on the Longshot. Thanks primarily to Slydev for allowing so much tacticool. Ranges with stefans are beyond 30m (100ft), and Elites/Streamlines are far to unstable to accurately measure range.
Single Shot 1a (Sniper)
Primary: Avengers Hawkeye Bow (modded to fire darts)
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: To provide high range and accuracy firepower, with clip (mag) fed rapid fire backup
Strengths: Range (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: A Stryfe is a great blaster, but the fact remains that because it's a flywheeler it need to be revved up to fire. In those times when you don't have time to rev up, you're left with the sole option of running away. To avoid this, you need a non-flywheel secondary, and thus the EAT was chosen. Why? Well, besides the EAT being an all round great blaster, most importantly it has no fire delay. While with the Stryfe you have to rev up to fire, with the EAT you can just whip it out and fire. Obviously the EAT is larger than the Stryfe, but as a sniper I don't really intend to do a lot of running unless absolutely necessary.
Airgun 1 (Sniper)
Primary: Buzz Bee Big Blast (couplered, Raider stock on pump)
Secondary: Elite Alpha Trooper CS-12 (BT V2 8.5kg spring, 12/18 dart clip [mag])
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: When you just have to outrange everyone else by a ridiculous margin
Strengths: Range is absurd (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: Just a quick note to make this section make more sense, the average engagement ranges that my friends have is at most 15m, because the blasters we use are generally stock or lightly modded. Buzz Bee Big Blasts are well respected blasters in the modding community, because of their huge airtanks, low retail price and general modding potential and ease of modding. Anyway, when I say 'range is absurd', I mean it. My 4B can fire stefans beyond 55m (180ft), making it a true Nerf sniper. So we've got range well and truly covered, the EAT is for if someone gets too close. It's not like I actually want to hurt my friends...
EDIT: Don't pay the exact range claim too much stock, just know that 4Bs far outclass the blasters we normally use when it comes to range.
Airgun 2 (Psuedo-Sniper/NIC war)
Primary: Nerf Supermaxx 1500 (overhauled for stefans)
Secondary: Elite Alpha Trooper CS-12 (BT V2 8.5kg spring, 12/18 dart clip [mag])
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites and Stefans)
Purpose: For a balance of high range and ROF
Strengths: Range (primary), accuracy (primary), ROF vs other airguns (primary), ROF (secondary), reloading
Weaknesses: Accuracy (secondary), ROF (primary)
Description: The Supermaxx 1500 is well known among the Nerf modding community for respectable ranges (100-130ft depending on stefan) as well as a higher than usual ROF for an airgun (has a turret as well as a small tank, meaning low pump count). This makes it superior against most other airguns at mid range encounters, but without the ridiculous range of (say) a 4B, it isn't a true sniper type blaster. Again, because of the inherent slow firing of an airgun plaguing the SM1500, I have an EAT for backup close-mid range rapid fire.
Labels:
1500,
Alpha Trooper,
big bad bow,
Big Blast,
Buzz Bee,
Dart Tag,
Elite,
firestrike,
Longshot,
N-Strike,
Nerf,
Nitefinder,
Secret Strike,
snapfire,
Spectre,
stryfe,
Supermaxx,
triad
Saturday, 10 August 2013
Nerf Elite Alpha Trooper Slam Fire Vid
It's been a while since my last vid, so I thought since I had a bit of spare time I'd shoot some quick vids for you guys.
First up is a slam fire vid of my EAT. Now you may be wondering "It's just an Alpha. What's so special about slam firing it?" Well, this is my modded EAT with the 8.5kg BT spring in it, over 3 times stronger than the stock spring.
Time to empty: 2.58sec
No. darts fired: 18
ROF: 6.59dps or 395.3dpm
For reference, my Pyragon slam fire vid has a ROF of around 6.8dps and a stock Stampede or Vulcan is around 3dps.
Just a note on modding the EAT, I would not recommend removing the AR as with the 8.5kg BT v2 spring it gains hardly any range (with Elites) and of course without the AR there is more internal stress. Average range does get pushed up to the magical 30m (100ft) mark though.
EDIT: Don't pay that range claim too much stock.
Muzzle velocity is increased so if you're a stefan user ranges will be increased more significantly.
It does make an awesome sound so if you're into that sort of thing go ahead, but otherwise I'd leave the AR in there for use with Elites.
First up is a slam fire vid of my EAT. Now you may be wondering "It's just an Alpha. What's so special about slam firing it?" Well, this is my modded EAT with the 8.5kg BT spring in it, over 3 times stronger than the stock spring.
Time to empty: 2.58sec
No. darts fired: 18
ROF: 6.59dps or 395.3dpm
For reference, my Pyragon slam fire vid has a ROF of around 6.8dps and a stock Stampede or Vulcan is around 3dps.
Just a note on modding the EAT, I would not recommend removing the AR as with the 8.5kg BT v2 spring it gains hardly any range (with Elites) and of course without the AR there is more internal stress. Average range does get pushed up to the magical 30m (100ft) mark though.
EDIT: Don't pay that range claim too much stock.
Muzzle velocity is increased so if you're a stefan user ranges will be increased more significantly.
It does make an awesome sound so if you're into that sort of thing go ahead, but otherwise I'd leave the AR in there for use with Elites.
Labels:
Alpha Trooper,
Elite,
hfcbe,
Nerf,
rate of fire,
rof,
slam fire,
video
Thursday, 27 June 2013
Loadouts 9: Offence - Scouting 1
Full on offensive or defensive play might work in a small area, but for games like campus-wide HvZ games and the like, you don't know exactly who is where, and so you need scouts to know what the opponents are up to. Many of the loadouts will be similar but not quite identical to CQC, due to a lot of CQC's loadouts being focused on light weight and maneuverability.
Scout/Recon loadouts are also suited to run and gun players, because they are very light and maneuverable.
Scenario Description: Extremely large playing field, long game time, player intends to scout playing field (or specific area) to observe opponent's movements and plans, player is prepared to combat a few enemies but not many
Keys to Victory: Light, maneuverable loadouts, high fitness level (expect a lot of running), certain level of stealth such as light footsteps (light footwear recommended), long-range communication such as walkie talkies recommended but not always necessary, ability to either take out opponent quickly or escape easily, retreating if the conflict is taking too long or you're outnumbered
Unnecessary Burdens: Large amounts of ammo, large and heavy blasters, large amounts of fancy gear, any train of thought saying that you have to win every engagement
Clip (Mag) System 1
Primary: Elite/N-strike Alpha Trooper CS-12/18 (12/18 darts clips [mags], minimal tacticool)
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 18 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: ROF, maneuverability, capacity, reloading
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about
Description: The AT is a lightweight and well performing blaster which can also be obtained for very reasonable prices. It is ideal for many purposes, one of which is mobile firepower due to its minimal weight and smallish size. It can put out quite a few darts very quickly at a reasonable range, and as a scout you'll want to be able to finish your conflicts quickly, lest you be overrun by opponents. A powerful single shot is helpful for providing potshots in the event that you have to psuedo-snipe an opponent to avoid being spotted and caught. Sure you don't have quite the same power as a proper sniper, but as a scout you don't have the space or time to waste on a sniper which you won't use too often.
Clip (Mag) System 2
Primary: Recon CS-6/Elite Retaliator (12 darts clips [mags], no tacticool or just stock)
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 12 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: Maneuverability, capacity, reloading
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about
Description: While I do say that the AT/EAT is probably the best all rounded CS blaster you can get, the Recon/Retaliator can still be useful, especially when you'll be running a lot. It's even smaller and lighter than the AT, although loses some ROF to do so. The Recon/Retal still performs decently, and as a scout you don't need fantastic performance.
Clip (Mag) System 3
Primary: Elite Stryfe/Rayven / N-Strike Rayven (12/18 darts clips [mags], little or no tacticool)
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 18 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: Maneuverability, capacity, reloading, ROF
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about, revving up to fire
Description: Clip (mag) system flywheelers are small, compact and surprisingly powerful blasters capable of putting out a good amount of darts very quickly. As a scout this can help you get out of engagements quickly, as you don't have the armament or ammo to take on several opponents. As with the other CS blasters listed above, the small size and low weight make for minimal hindrance when running around. It can be a pain to rev up, but taking advantage of some cover to rev up can let you take out your opponent in one burst, without using up all your ammo. Because the flywheelers are even more inaccurate than ordinary CS blasters, and due to the ability to empty clips (mags) extremely quickly, you'll be relying a lot on your single shot for accurate shots and for cover during your frequent reloads.
Vortex 1

Primary: Vortex Praxis/Lumitron (little or no tacticool, 10/20 disc mags)
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Vortex Ammo Belt or similar
Ammo: Few backup mags (max size 20 discs), ammo for secondary
Purpose: To provide versatile disc firepower that is light
Strengths: Maneuverability, reloading, range, accuracy
Weaknesses: ROF not as good as slam-fire
Description: The Praxis, without the stock, is a surprisingly compact blaster with somewhat of a shotgun like design. It is light and performs extremely well, making it ideal for scouts who want a little more performance from their primary. Obviously because it's disc blasters, finding ammo will be harder than with dart blasters, but the improved range and accuracy over dart blasters means you can make more of your shots count. You shouldn't be relying as much on your secondary for precision shots due to the accuracy of Vortex blasters, and you should instead use it for long range potshots, saving your discs for close combat or well placed shots.
Multishot 1
Primary: Elite RoughCut 2x4
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To provide the ability to put out several darts quickly simultaneously with low weight
Strengths: ROF, maneuverability, multishot
Weaknesses: Low amount of shots (4 effective shots), reloading is slow, accuracy
Description: The RoughCut is capable of putting out several darts very quickly thanks to its multishot ability and slam-fire, making it extremely dangerous if you can get close to your opponent. As a scout, you should be prepared to do a lot of running, so running up to your opponent to barrage them with darts should not be much of a problem. You should be able to ensure at least 2 hits on opponents in this way, giving you time to reload and/or retreat. You'll definitely be relying on your secondary for accuracy and range, since the RoughCut is quite inaccurate. You'll also need to keep your secondary loaded up, because the RoughCut is extremely easy to empty and has a low capacity considering its double shot ability.
Multishot/Vortex 2
Primary: Vortex Diatron
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Ammo pouch of reasonable size
Ammo: Suitable darts/discs
Purpose: To provide multishot disc ability with low weight
Strengths: Multishot, range, accuracy
Weaknesses: Low amount of shots (5 effective shots), reloading is slow, ROF not as good as RoughCut
Description: The Diatron is capable of more accurate sustained fire than the RoughCut, due to a higher capacity, lower ROF and better accuracy. This can make its suppression fire more effective in some circumstances, as well as giving you more time to retreat should you need to escape from combat. In times when you decide to stand and fight, the Diatron's superior accuracy and range compared to the RoughCut means you can get good shots off more consistently and from further away, but the reduced ROF compared to the RoughCut means that you aren't as effective in close quarters. Again you'll be relying on the single shot for long range shots because of the ammo wastage caused by the Diatron's multishot. You'll also want to rely on your single shot when low on ammo, because you have to load two discs into the Diatron for it to fire.
Dart Tag 1
Primary: Dart Tag Quick 16
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To provide high capacity slam-fire without clips/mags
Strengths: Capacity, ROF, accuracy, reloading a few darts
Weaknesses: High jam rate/chance, reloading lots of darts, range
Description: Though the Quick 16 is an older blaster, it still has its uses, being one of very few high capacity blasters which is not clip/mag fed. It has slam-fire and 16 dart capacity, allowing for significant spraying, and the accuracy offered due to it not being clip/mag system means you can get more hits more quickly. The Quick 16 is notorious for jamming, but by taking good care of the blaster and using it properly, jam rates should be minimised, enough to take down at least one opponent with no jams. As a non-Elite/Vortex blaster, and the only DT blaster not upgraded, the Quick 16 can't compete against other blasters in terms of range, but the accuracy, ROF and capacity let you spray down opponents from close range quickly and accurately.
Dart Tag 2

Primary: Dart Tag Furyfire
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To weigh down the user as little as possible with decent firepower
Strengths: Accuracy, superlightweight, maneuverability
Weaknesses: Reloading
Description: The Furyfire is a small, light blaster with decent capacity and good performance, making it ideal for scouts, and also is not clip/mag fed making it one of the lightest loadouts here. Though you won't be spraying down opponents or firing long range suppression shots repeatedly, the Furyfire gives a balance of range, ROF and capacity allowing you to hold your own in CQC against a small number of opponents. Without a high ROF or capacity, you'll eventually be overrun by several opponents, but for small skirmishes the Furyfire can hold its own.
Scout/Recon loadouts are also suited to run and gun players, because they are very light and maneuverable.
Scenario Description: Extremely large playing field, long game time, player intends to scout playing field (or specific area) to observe opponent's movements and plans, player is prepared to combat a few enemies but not many
Keys to Victory: Light, maneuverable loadouts, high fitness level (expect a lot of running), certain level of stealth such as light footsteps (light footwear recommended), long-range communication such as walkie talkies recommended but not always necessary, ability to either take out opponent quickly or escape easily, retreating if the conflict is taking too long or you're outnumbered
Unnecessary Burdens: Large amounts of ammo, large and heavy blasters, large amounts of fancy gear, any train of thought saying that you have to win every engagement
Clip (Mag) System 1
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 18 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: ROF, maneuverability, capacity, reloading
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about
Description: The AT is a lightweight and well performing blaster which can also be obtained for very reasonable prices. It is ideal for many purposes, one of which is mobile firepower due to its minimal weight and smallish size. It can put out quite a few darts very quickly at a reasonable range, and as a scout you'll want to be able to finish your conflicts quickly, lest you be overrun by opponents. A powerful single shot is helpful for providing potshots in the event that you have to psuedo-snipe an opponent to avoid being spotted and caught. Sure you don't have quite the same power as a proper sniper, but as a scout you don't have the space or time to waste on a sniper which you won't use too often.
Primary: Recon CS-6/Elite Retaliator (12 darts clips [mags], no tacticool or just stock)
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 12 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: Maneuverability, capacity, reloading
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about
Description: While I do say that the AT/EAT is probably the best all rounded CS blaster you can get, the Recon/Retaliator can still be useful, especially when you'll be running a lot. It's even smaller and lighter than the AT, although loses some ROF to do so. The Recon/Retal still performs decently, and as a scout you don't need fantastic performance.
Clip (Mag) System 3
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Tactical Vest/custom made belt, small dart pouch
Ammo: Few backup clips (mags) (max size 18 darts), darts for secondary
Purpose: To provide versatile and light clip (mag) system goodness
Strengths: Maneuverability, capacity, reloading, ROF
Weaknesses: Accuracy (primary), clips (mags) take up significant space and can rattle about, revving up to fire
Description: Clip (mag) system flywheelers are small, compact and surprisingly powerful blasters capable of putting out a good amount of darts very quickly. As a scout this can help you get out of engagements quickly, as you don't have the armament or ammo to take on several opponents. As with the other CS blasters listed above, the small size and low weight make for minimal hindrance when running around. It can be a pain to rev up, but taking advantage of some cover to rev up can let you take out your opponent in one burst, without using up all your ammo. Because the flywheelers are even more inaccurate than ordinary CS blasters, and due to the ability to empty clips (mags) extremely quickly, you'll be relying a lot on your single shot for accurate shots and for cover during your frequent reloads.
Vortex 1
Primary: Vortex Praxis/Lumitron (little or no tacticool, 10/20 disc mags)
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Vortex Ammo Belt or similar
Ammo: Few backup mags (max size 20 discs), ammo for secondary
Purpose: To provide versatile disc firepower that is light
Strengths: Maneuverability, reloading, range, accuracy
Weaknesses: ROF not as good as slam-fire
Description: The Praxis, without the stock, is a surprisingly compact blaster with somewhat of a shotgun like design. It is light and performs extremely well, making it ideal for scouts who want a little more performance from their primary. Obviously because it's disc blasters, finding ammo will be harder than with dart blasters, but the improved range and accuracy over dart blasters means you can make more of your shots count. You shouldn't be relying as much on your secondary for precision shots due to the accuracy of Vortex blasters, and you should instead use it for long range potshots, saving your discs for close combat or well placed shots.
Multishot 1
Primary: Elite RoughCut 2x4
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To provide the ability to put out several darts quickly simultaneously with low weight
Strengths: ROF, maneuverability, multishot
Weaknesses: Low amount of shots (4 effective shots), reloading is slow, accuracy
Description: The RoughCut is capable of putting out several darts very quickly thanks to its multishot ability and slam-fire, making it extremely dangerous if you can get close to your opponent. As a scout, you should be prepared to do a lot of running, so running up to your opponent to barrage them with darts should not be much of a problem. You should be able to ensure at least 2 hits on opponents in this way, giving you time to reload and/or retreat. You'll definitely be relying on your secondary for accuracy and range, since the RoughCut is quite inaccurate. You'll also need to keep your secondary loaded up, because the RoughCut is extremely easy to empty and has a low capacity considering its double shot ability.
Multishot/Vortex 2
Primary: Vortex Diatron
Secondary: High capacity single shot (e.g. Elite Triad EX-3)
Gear: Ammo pouch of reasonable size
Ammo: Suitable darts/discs
Purpose: To provide multishot disc ability with low weight
Strengths: Multishot, range, accuracy
Weaknesses: Low amount of shots (5 effective shots), reloading is slow, ROF not as good as RoughCut
Description: The Diatron is capable of more accurate sustained fire than the RoughCut, due to a higher capacity, lower ROF and better accuracy. This can make its suppression fire more effective in some circumstances, as well as giving you more time to retreat should you need to escape from combat. In times when you decide to stand and fight, the Diatron's superior accuracy and range compared to the RoughCut means you can get good shots off more consistently and from further away, but the reduced ROF compared to the RoughCut means that you aren't as effective in close quarters. Again you'll be relying on the single shot for long range shots because of the ammo wastage caused by the Diatron's multishot. You'll also want to rely on your single shot when low on ammo, because you have to load two discs into the Diatron for it to fire.
Dart Tag 1
Primary: Dart Tag Quick 16
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To provide high capacity slam-fire without clips/mags
Strengths: Capacity, ROF, accuracy, reloading a few darts
Weaknesses: High jam rate/chance, reloading lots of darts, range
Description: Though the Quick 16 is an older blaster, it still has its uses, being one of very few high capacity blasters which is not clip/mag fed. It has slam-fire and 16 dart capacity, allowing for significant spraying, and the accuracy offered due to it not being clip/mag system means you can get more hits more quickly. The Quick 16 is notorious for jamming, but by taking good care of the blaster and using it properly, jam rates should be minimised, enough to take down at least one opponent with no jams. As a non-Elite/Vortex blaster, and the only DT blaster not upgraded, the Quick 16 can't compete against other blasters in terms of range, but the accuracy, ROF and capacity let you spray down opponents from close range quickly and accurately.
Dart Tag 2
Primary: Dart Tag Furyfire
Secondary: Powerful single shot (e.g. Nitefinder EX-3)
Gear: Dart pouch of reasonable size
Ammo: Suitable darts
Purpose: To weigh down the user as little as possible with decent firepower
Strengths: Accuracy, superlightweight, maneuverability
Weaknesses: Reloading
Description: The Furyfire is a small, light blaster with decent capacity and good performance, making it ideal for scouts, and also is not clip/mag fed making it one of the lightest loadouts here. Though you won't be spraying down opponents or firing long range suppression shots repeatedly, the Furyfire gives a balance of range, ROF and capacity allowing you to hold your own in CQC against a small number of opponents. Without a high ROF or capacity, you'll eventually be overrun by several opponents, but for small skirmishes the Furyfire can hold its own.
Wednesday, 26 June 2013
Nerf N-Strike vs Elite Round 3: Alpha Trooper CS-18 vs Elite Alpha Trooper CS-12
Labels:
Alpha Trooper,
comparison,
Elite,
N-Strike,
Nerf
Tuesday, 11 June 2013
Comparison: Nerf N-Strike Alpha Trooper CS-18 vs Raider CS-35
Labels:
Alpha Trooper,
comparison,
N-Strike,
Nerf,
Raider
Sunday, 9 June 2013
Nerf Elite Comparison: Alpha Trooper CS-12 vs Retaliator (grey trigger)
I'll be comparing the Elite Alpha and the Retaliator, because of their similarities and ancestor, the Recon CS-6. That and so I can justify why you should get one over another.
Labels:
Alpha Trooper,
comparison,
Elite,
Nerf,
Retaliator
Thursday, 30 May 2013
Elite Spectre REV-5
From this (presumably official) Nerf site: http://nerfpowerplay.sg/ (which is a Nerf Tournament site in SG)
I spotted this:
I spotted this:
Labels:
Alpha Trooper,
Elite,
Nerf,
Spectre
Saturday, 18 May 2013
Modded Nerf Elite Alpha Trooper Range Test
I wasn't content with the EAT's meager 12m range, so I chucked in a BT V2 Retaliator/Rampage spring (http://black-tactical.com/store/weapon-accessories-foam-gun-parts-c-69_30/spring-for-nerf-elite-retailator-and-rampage-v2-p-4469) and took it for a test run.
Needless to say I was very happy.
Needless to say I was very happy.
Labels:
Alpha Trooper,
Elite,
Nerf,
video
Nerf Elite Alpha Trooper CS-12 Review (20m grey trigger Aus)
The N-Strike Alpha Trooper CS-18 was an extremely popular blaster, combining the compact design of the Recon with the slam fire of a Raider. It won over many hearts, notably Urban Taggers and myself. Naturally then, you can imagine the reaction when pictures of the Elite Alpha Trooper surfaced. Even among the Rapidstrike and Mega Centurion rumours, the EAT has maintained some hype. Does it live up to its high expectations?
For reference, since the EAT has so many similarities to the Retaliator and Alpha Trooper, I've linked their reviews.
For reference, since the EAT has so many similarities to the Retaliator and Alpha Trooper, I've linked their reviews.
Monday, 8 April 2013
Loadouts 6: Personal Loadouts Part 1
Although there have been a large number of loadouts already featured previously, none of them have actually been designed specifically for ourselves, but rather for an ordinary Nerfer. Some of these may suit some of you out there, but chances are you'll have to tweak them slightly for your own needs.
Scenario Description: Loadouts that we use.
Keys to Victory: N/A
Unnecessary Burdens: N/A
Clip (Mag) System 1 (General use)
Primary: N-Strike Alpha Trooper CS-18 (Pinpoint Sight, Retal/Barricade stock, 12/18 dart clip [mag], Secret Strike Pocket Shotgun on custom side tac rail, no AR, OMW spring)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mag), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide well rounded, tacticool and generally awesome clip (mag) system-ness.
Strengths: Range (primary), ROF, reloading is fast, SSPS provides emergency/spread shots at reasonable range, secondary is good and reliable, jamming is rare
Weaknesses: Accuracy (unless use of stefans, primary specific), primary is useless while reloading, reloading Firestrike
Description: It's no secret that the AT is my go-to blaster and one of my all-time favourites, so it's only fitting that it features first. The AT is somewhat low profile, has slam-fire, a great stock seal and great ranges, as well as a decent amount of customisation. Accuracy is somewhat lacking, but because everyone uses clip (mag) system blasters it's not a disadvantage. The SSPS is for backup shots, and I rarely use it (which is good), but it has been very helpful. The secondary is for use when I lack the ability to reload my clips (mags) when they're empty. Expect an update on this loadout when I get an Elite AT.
Clip (Mags) System 2 (General use)

Primary: N-Strike Rayven CS-18 (whatever attachments I feel like, 12/18 dart clips [mags], 2 or 3 14500s, rewired)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide tacticool flywheel goodness, which gives easy to get high ranges and spammability
Strengths: Range (primary), ROF, reloading is super fast, secondary is good and reliable, practically no chance of jams
Weaknesses: Accuracy (unless use of stefans, primary specific), primary must be revved up for max range, rapid fire reduces range temporarily, range lost over time due to draining of batteries, reloading Firestrike
Description: Besides the AT, the only other CS blaster I would consider using that I have used (until my Longshot gets fixed up) is the Rayven (and to a certain extent, the Retaliator). No other blaster I've used has had the same blend of range, ROF, spammability and awesome factor, which is provided by flywheeling goodness. In particular, the Stryfe also offers what I consider to be the greatest tacticool potential of any blaster so far, featuring a stock attachment point, barrel extension muzzle, 2 tac rails (one on top, one on bottom) and clip (mag) compatability. Despite having to rev up (which I consider to be a firing delay) I still find the Rayven and its cousins to be really fun to use. Admittedly as of writing this post I've only used the N-Strike Rayven, but the Elite Rayven is essentially the same (if not better), and many, many people say the Stryfe is awesome so expect an update of this loadout in the future.
Clip (Mag) System 3 (WIP, Sniper)
Primary: N-Strike Longshot CS-6 (brass breech [which must be fixed], +AT spring, whatever tacticool I feel like, 12 dart clips [mags])
Secondary: Spectre REV-5/Snapfire 8
Gear: N-Strike Tactical Vest
Ammo: 12 dart clips (mags), stefans
Purpose: To provide high power, high accuracy clip (mag) fed goodness from the revered Longshot.
Strengths: Range (primary), reloading, blaster can still be loaded while reloading, accuracy, can have shotgun effect by double/triple feeding
Weaknesses: ROF is lacking, Longshot is quite bulky
Description: My current Longshot has been brass breeched badly, and is not getting the range or accuracy it should. I intend to rectify this ASAP by getting replacement brass, allowing it to reach maximum potential. Longshots are reknowned for their huge plunger tubes which result in awesome ranges with strong springs and good stefans, and I intend to use a somewhat watered down version more suitable to my wars. The Longshot's one key weakness is lack of ROF, which most other clip (mag) system blasters have, but the sheer power of the Longshot gives it an advantage to hide its disadvantage. A special feature of using a brass breech is that you can double or even triple feed, yet have all the darts leave the barrel at a reasonable velocity (obviously reduced from a single shot but still usable), effectively turning the Longshot into a shotgun. This sort of makes up for the lack of ROF, in that multi-shots can be just as deadly in close quarters as rapid fire.
Clip (Mag) System 4 (CQC)
Primary: Elite Retaliator (no attachment or just Retal stock, 12 dart clip [mag])
Secondary: Elite Jolt
Gear: None
Ammo: 12 dart clips (mags), Elite darts/stefans
Purpose: To allow for maneuverability in close quarters while still providing good blasting ability
Strengths: Range (primary), reloading, ROF, extremely light, maneuverability
Weaknesses: Vulnerability when reloading, accuracy (with Elite darts)
Description: A number of the wars I have are hosted in a house, so ranges aren't totally necessary and maneuverability is much more important. Thus I crafted this super easy to get loadout which is powerful and rapid fire, but light and small so I don't knock any walls or doorframes, chairs, vases etc. The Retal gets good ranges and can fire reasonably quickly when required, and is light and easily maneuverable. The Jolt and spare 12 clip(s) (mags) fit easily in a number of pockets in my various pants, so I have no need for the tac vest. Also because most of these battles are quite short, I have no need to scavange darts and store them for future use.
This loadout is not too well suited for larger wars I have at the playgrounds you see in many of my war vids, because one of my Retals is stock, and the other only lightly modded and thus lack the range of the above blasters, and the Elite Jolt is not powerful compared to say, my Firestrike.
Vortex 1 (General Use)
Primary: Vortex Pyragon (40 disc drum)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: Vortex Ammo Belt
Ammo: 10 disc mags, darts for secondary
Purpose: To provide high range and accuracy which can be spammed about, and make maximum use of Vortex discs
Strengths: Range (primary), reloading, blaster can still be loaded when reloading, accuracy, capacity (primary)
Weaknesses: Discs vulnerable to wind and rain, discs curve, reloading Firestrike
Description: The Pyragon is widely accepted as the best Vortex blaster so far, boasting a ridiculous capacity of 40 discs in a huge drum, ranges beyond that of ordinary vortex, consistent disc curving (and thus accuracy) and an insane ROF of nearly 7 discs per second. I've used this to great effect, once taking out an entire team on my own with Pyragon slam fire, which won us the game (it was CTF). The secondary is merely for dart usage, since Vortex is still far inferior in terms of appearance on the battlefield.
Single Shot 1 (Sniper)
Primary: Avengers Hawkeye Bow (modded to fire darts)
Secondary: Elite Stryfe (12/18 dart clip [mag], on bandolier, 2 or 3 14500s, rewired)
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: To provide high range and accuracy firepower, with clip (mag) fed rapid fire backup
Strengths: Range (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: The idea of being a sniper is that you can hit your opponents from ranges that their blasters cannot reach. With the BBB's huge plunger tube, this is easy with some simple mods. With high power single shots also comes a slow reload time, so for close quarter battles or for when the BBB is not loaded, the Stryfe can be pulled out to deliver a small wall of foam into your opponent's face at a reasonably close range. Notice that the strengths and weaknesses of the blasters are contrasting, so as to provide maximum scenario coverage.
Scenario Description: Loadouts that we use.
Keys to Victory: N/A
Unnecessary Burdens: N/A
Clip (Mag) System 1 (General use)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mag), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide well rounded, tacticool and generally awesome clip (mag) system-ness.
Strengths: Range (primary), ROF, reloading is fast, SSPS provides emergency/spread shots at reasonable range, secondary is good and reliable, jamming is rare
Weaknesses: Accuracy (unless use of stefans, primary specific), primary is useless while reloading, reloading Firestrike
Description: It's no secret that the AT is my go-to blaster and one of my all-time favourites, so it's only fitting that it features first. The AT is somewhat low profile, has slam-fire, a great stock seal and great ranges, as well as a decent amount of customisation. Accuracy is somewhat lacking, but because everyone uses clip (mag) system blasters it's not a disadvantage. The SSPS is for backup shots, and I rarely use it (which is good), but it has been very helpful. The secondary is for use when I lack the ability to reload my clips (mags) when they're empty. Expect an update on this loadout when I get an Elite AT.
Clip (Mags) System 2 (General use)
Primary: N-Strike Rayven CS-18 (whatever attachments I feel like, 12/18 dart clips [mags], 2 or 3 14500s, rewired)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: N-Strike Tactical Vest
Ammo: 12/18 dart clips (mags), whatever suitable darts (most likely to be stefans or Elite darts)
Purpose: To provide tacticool flywheel goodness, which gives easy to get high ranges and spammability
Strengths: Range (primary), ROF, reloading is super fast, secondary is good and reliable, practically no chance of jams
Weaknesses: Accuracy (unless use of stefans, primary specific), primary must be revved up for max range, rapid fire reduces range temporarily, range lost over time due to draining of batteries, reloading Firestrike
Description: Besides the AT, the only other CS blaster I would consider using that I have used (until my Longshot gets fixed up) is the Rayven (and to a certain extent, the Retaliator). No other blaster I've used has had the same blend of range, ROF, spammability and awesome factor, which is provided by flywheeling goodness. In particular, the Stryfe also offers what I consider to be the greatest tacticool potential of any blaster so far, featuring a stock attachment point, barrel extension muzzle, 2 tac rails (one on top, one on bottom) and clip (mag) compatability. Despite having to rev up (which I consider to be a firing delay) I still find the Rayven and its cousins to be really fun to use. Admittedly as of writing this post I've only used the N-Strike Rayven, but the Elite Rayven is essentially the same (if not better), and many, many people say the Stryfe is awesome so expect an update of this loadout in the future.
Clip (Mag) System 3 (WIP, Sniper)
Secondary: Spectre REV-5/Snapfire 8
Gear: N-Strike Tactical Vest
Ammo: 12 dart clips (mags), stefans
Purpose: To provide high power, high accuracy clip (mag) fed goodness from the revered Longshot.
Strengths: Range (primary), reloading, blaster can still be loaded while reloading, accuracy, can have shotgun effect by double/triple feeding
Weaknesses: ROF is lacking, Longshot is quite bulky
Description: My current Longshot has been brass breeched badly, and is not getting the range or accuracy it should. I intend to rectify this ASAP by getting replacement brass, allowing it to reach maximum potential. Longshots are reknowned for their huge plunger tubes which result in awesome ranges with strong springs and good stefans, and I intend to use a somewhat watered down version more suitable to my wars. The Longshot's one key weakness is lack of ROF, which most other clip (mag) system blasters have, but the sheer power of the Longshot gives it an advantage to hide its disadvantage. A special feature of using a brass breech is that you can double or even triple feed, yet have all the darts leave the barrel at a reasonable velocity (obviously reduced from a single shot but still usable), effectively turning the Longshot into a shotgun. This sort of makes up for the lack of ROF, in that multi-shots can be just as deadly in close quarters as rapid fire.
Clip (Mag) System 4 (CQC)
Secondary: Elite Jolt
Gear: None
Ammo: 12 dart clips (mags), Elite darts/stefans
Purpose: To allow for maneuverability in close quarters while still providing good blasting ability
Strengths: Range (primary), reloading, ROF, extremely light, maneuverability
Weaknesses: Vulnerability when reloading, accuracy (with Elite darts)
Description: A number of the wars I have are hosted in a house, so ranges aren't totally necessary and maneuverability is much more important. Thus I crafted this super easy to get loadout which is powerful and rapid fire, but light and small so I don't knock any walls or doorframes, chairs, vases etc. The Retal gets good ranges and can fire reasonably quickly when required, and is light and easily maneuverable. The Jolt and spare 12 clip(s) (mags) fit easily in a number of pockets in my various pants, so I have no need for the tac vest. Also because most of these battles are quite short, I have no need to scavange darts and store them for future use.
This loadout is not too well suited for larger wars I have at the playgrounds you see in many of my war vids, because one of my Retals is stock, and the other only lightly modded and thus lack the range of the above blasters, and the Elite Jolt is not powerful compared to say, my Firestrike.
Vortex 1 (General Use)
Primary: Vortex Pyragon (40 disc drum)
Secondary: Spectre REV-5/Snapfire 8/Elite Firestrike
Gear: Vortex Ammo Belt
Ammo: 10 disc mags, darts for secondary
Strengths: Range (primary), reloading, blaster can still be loaded when reloading, accuracy, capacity (primary)
Weaknesses: Discs vulnerable to wind and rain, discs curve, reloading Firestrike
Description: The Pyragon is widely accepted as the best Vortex blaster so far, boasting a ridiculous capacity of 40 discs in a huge drum, ranges beyond that of ordinary vortex, consistent disc curving (and thus accuracy) and an insane ROF of nearly 7 discs per second. I've used this to great effect, once taking out an entire team on my own with Pyragon slam fire, which won us the game (it was CTF). The secondary is merely for dart usage, since Vortex is still far inferior in terms of appearance on the battlefield.
Single Shot 1 (Sniper)
Primary: Avengers Hawkeye Bow (modded to fire darts)
Secondary: Elite Stryfe (12/18 dart clip [mag], on bandolier, 2 or 3 14500s, rewired)
Gear: N-Strike Tac Vest
Ammo: 12/18 dart clips (mags), suitable darts (Elites or Stefans)
Purpose: To provide high range and accuracy firepower, with clip (mag) fed rapid fire backup
Strengths: Range (primary), accuracy (primary), rapid fire (secondary), reloading (secondary)
Weaknesses: Reloading (primary), accuracy (secondary)
Description: The idea of being a sniper is that you can hit your opponents from ranges that their blasters cannot reach. With the BBB's huge plunger tube, this is easy with some simple mods. With high power single shots also comes a slow reload time, so for close quarter battles or for when the BBB is not loaded, the Stryfe can be pulled out to deliver a small wall of foam into your opponent's face at a reasonably close range. Notice that the strengths and weaknesses of the blasters are contrasting, so as to provide maximum scenario coverage.
Labels:
Alpha Trooper,
Dart Tag,
Elite,
firestrike,
Jolt,
Longshot,
N-Strike,
Nerf,
pyragon,
Rayven,
rebelle,
Retaliator,
Sharp Shot,
snapfire,
Spectre,
Strongarm,
stryfe,
triad,
wildshot
Wednesday, 13 March 2013
Alpha Trooper vs Raider Slam-Fire Off
I finally completed my AT vs Raider slam-fire off vid after months of procrastination.
The AT's ROF is 6.32dps, while the Raider's is 6.00dps.
I personally far prefer the AT, but some people might prefer the Raider. In any case, the point of this vid was simply to compare slam-fire speeds.
I personally far prefer the AT, but some people might prefer the Raider. In any case, the point of this vid was simply to compare slam-fire speeds.
Labels:
Alpha Trooper,
hfcbe,
Nerf,
Raider,
rate of fire,
rof,
slam fire,
video
Wednesday, 19 December 2012
Comparison: Elite vs N-Strike Part 1.5: Retaliator vs Alpha Trooper CS-18
Because the Recon was such a bad match for the Retaliator, I decided to make this post. It won't count towards the Elite vs N-Strike score because the Retaliator isn't an Elite AT, but it might help those of you trying to pick a new blaster to buy.
Labels:
Alpha Trooper,
comparison,
Elite,
N-Strike,
Nerf,
Retaliator
Wednesday, 10 October 2012
Loadouts 4: Offence - Rushing
There's no point having the best defensive Nerfers in the world if you can't bring the fight to your opponents. This loadouts post is dedicated to delivering maximum damage to your opponent's forces, not so much their base or fortress.
Scenario Description: Combat with concentration of enemies. Player is playing offensively with intent to tag as many as possible, or tag specific player(s). May or may not have backup teammates, depending on situation, severity and importance. Generally will not involve game factors other than players. Player intends to run in and tag as many enemies as possible and may sacrifice themself.
Keys to Victory: Rate of fire is key. Range and accuracy not as important because the player will be close enough to opponents to ensure tags. Fearlessness is helpful, especially with the loadouts that involving running. Fitness is important as you will be running a lot as an offensive player.
Unnecessary Burdens: Sidearms. Normally an attack will end one of two ways: total victory (all or majority of enemies tagged, few or no allies tagged) or failure (few or no enemies tagged, all or most allies tagged). As a result, you will either be alive to reload your primary(ies), running away or have been tagged, and are thus returning to base to respawn, therefore having plenty of time to reload.
Scenario Description: Combat with concentration of enemies. Player is playing offensively with intent to tag as many as possible, or tag specific player(s). May or may not have backup teammates, depending on situation, severity and importance. Generally will not involve game factors other than players. Player intends to run in and tag as many enemies as possible and may sacrifice themself.
Keys to Victory: Rate of fire is key. Range and accuracy not as important because the player will be close enough to opponents to ensure tags. Fearlessness is helpful, especially with the loadouts that involving running. Fitness is important as you will be running a lot as an offensive player.
Unnecessary Burdens: Sidearms. Normally an attack will end one of two ways: total victory (all or majority of enemies tagged, few or no allies tagged) or failure (few or no enemies tagged, all or most allies tagged). As a result, you will either be alive to reload your primary(ies), running away or have been tagged, and are thus returning to base to respawn, therefore having plenty of time to reload.
Labels:
Alpha Trooper,
Barricade,
loadout,
Magstrike,
Nerf,
Raider,
Rapid Fire,
Rayven,
Stampede
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