Showing posts with label Usage Tips. Show all posts
Showing posts with label Usage Tips. Show all posts

Sunday, 2 June 2013

Nerf Elite Triad EX-3 Usage Tips

Just some extra tips on my favourite single shot.
  1. Take out the dart post. Using needle nose pliers, grasp the tip of the dart post in each barrel, twist and pull them off. Make sure to not bend the posts, otherwise darts may get stuck in the barrel. It allows you to use streamlines effectively. Trust me, I've actually won a TDM game with the Triad.
  2. Always keep it topped up with darts. 3 darts isn't much, and you can run out of ammo very quickly especially when you're rapid firing the Triad. Also because of the 'intelligent' AR system, it doesn't matter which barrel you load.
  3. When modding the Triad DO NOT take out the ARs. Unless you're planning to turn your Triad into a pocket shotgun, don't take out the ARs, as that can destroy the whole 'smart' firing system.
  4. If you can't fit the Triad in your pocket, then make a holster. Link for how to make the holster is here. While the Triad does perform very well, it does not have the ROF or capacity to take on larger 'primary' blasters in a straight firefight, and hence you should use it as a backup blaster.
  5. Take advantage of the Triad's high ROF. No other single shot blaster is capable of putting out several darts quickly. With the Triad's ROF, you can hold out against more than one opponent, which is near impossible with other single shots. Additionally, in a single shot vs single shot war, you can exploit the Triad's ROF by rushing after your opponent fires.
  6. Do not use the Triad offensively against primary like blasters. Examples of such primary blasters are Elite ATs, Longshots and Retaliators. Although the Triad is superior to single shot pistols, capacity and ROF wise it is still inferior to most primary blasters. 3 shots in 2 seconds from the Triad is nothing compared to 12 shots in 2 seconds from an EAT, or 25 shots in ~5 seconds from a Rampage.
  7. If you have the space/ability to wield two Triads, dual wield. Because Triads are easy to prime with just a single finger and have a very short priming stroke, they are much more suited to dual wielding than traditional blasters like the Maverick/Strongarm. Additionally dual wielding doubles your capacity and potential dart output, while not drastically decreasing accuracy or mobility. Triads are small enough to run, roll and fire comfortably even when dual wielded, and their low weight means they can be aimed effectively with one hand.
And... that's about it. 
I'll update this post as I discover more.

Tuesday, 16 April 2013

Nerf Dart Tag Swarmfire Usage Tips

Some usage tips for the biggest DT blaster so far. I don't actually own one, but I'm taking care of one for a friend.
  1. Make sure you use as good batteries as possible. The Swarmfire, being full auto and electronic, is reliant on battery power for its ROF. With the upgraded spring, the Swarmfire's ROF isn't very good compared to a lot of other blasters, so having the best possible batteries maximises your ROF. You probably still won't match most rapid fire blasters, but any increase in ROF for this blaster is appreciated, especially considering the capacity of 20 darts.
  2. Keep at least 10 darts in it at any one time. Because the Swarmfire is full auto it can be very easy to spray off several darts. This is particularly useful when encountering a group of enemies or sudden encounters. For situations like this you'll need to use a number of darts to account for Swarmfire firing delay and inaccuracy, but in most cases you'll be able to take out people with 3-4 shots, so 10 is enough for up to a group of 3-4 people, which is the most you'll encounter in smaller Nerf wars.
  3. Always fire in bursts. With full auto blasters like the Swarmfire, it's easy to fire off a few darts instead of just one. This is particularly important in Nerf due to the inherent inaccuracy of most Nerf blasters. Because one shot has a low chance of hitting, firing off several is a much better choice and drastically increases your chances of hitting your target(s). This is relevant to a lot of blasters, but full auto blasters like the Swarmfire in particular.
  4. Know which way the turret rotates. This will allow for effective reloading.
  5. Know which barrel is 'active', to save yourself from the humiliation of a dry fire.
  6. Remember that the Swarmfire has a short fire delay. Remembering to pull the trigger a split second before the intended shot time is key to effective Swarmfire use, because in that delay someone with a manual springer can get a shot off at you.
  7. Remember that the Swarmfire is not a clip/mag system blaster. Sure 20 darts might sound like a lot, but after a few seconds of sustained fire you'll be pretty much empty, and then you'll have to worry about reloading. Unlike a clip/mag system blaster, which can just have the clip/mag swapped, the Swarmfire must have each barrel individually loaded so make sure to have backup when reloading.

Nerf Dart Tag Snapfire 8 Usage Tips

Returning back to a post type I haven't written for ages, I present to you the usage tips for the Snapfire 8, the first Nerf blaster to be spring powered as well as semi auto.
  1. Keep the Snapfire on 'Power' mode. I find that although the extra trigger pull resistance vs extra range vs loss of accuracy isn't great (+ lots of resistance, + a little range, - some accuracy), the trigger pull isn't actually that hard, and in 'Speed' mode misfires are more common. Also, because the Snapfire is semi auto, accuracy isn't great anyway. Besides, it's good finger exercise. NOTE: If you do not have much finger strength, use 'Speed' mode. For those who have weaker trigger fingers, the strain of power mode can be very, very painful.
  2. Keep the Snapfire fully loaded. Why not? It's easy because the Snapfire is an open turret blaster, and as a semi auto blaster you can potentially empty out the Snapfire quite quickly. To make maximum use of the rapid fire semi auto, you'll need at least 4 to 6 darts, but as always a full 8 is always good because after your short spray you'll still have darts left over for stragglers.
  3. Revert the Snapfire to 'Speed' mode for storage. Because 'Power' mode pre-tensions the spring, leaving it stored in 'Power' mode will slowly weaken the spring and cause its default phase to be pre-stretched.
  4. Don't use the Snapfire as a primary. It doesn't have the accuracy or capacity to back up its reasonable range in the same way that other blasters such as the Alpha Trooper do. If you do use it as a primary in an ordinary round, chances are your inferior capacity, reload speed and accuracy will cause you to get pinned down or taken out quickly.
  5. Only one hand is needed to use a Snapfire. The other can therefore be used to do other things, like reload the Snapfire, pick up darts, or hold a flag for CTF.
  6. Dual wielding is effective. Doubling your capacity to 16 and doubling your ROF to potentially 4-6dps is a force to be reckoned with, and Snapfires are easy to handle with one hand, assuming your trigger finger is up for it.
  7. The Snapfire is effective for around-the-corner shots. Because the Snapfire is spring powered, there is no flywheel whine to give away your position, and because it is semi auto it means you can fire off several shots around a corner without exposing yourself. This is a particularly useful feature in urban/CQC situations where there are lots of corners and walls.
  8. Don't fiddle with the Power-Speed knob during combat. It takes too long and doesn't make enough of a difference to drastically change the blaster's capabilities.
  9. Know which way the turret rotates. This will allow for more effective reloading and prevent the embarressment of a dry fire.

Wednesday, 10 April 2013

Nerf Elite Stryfe Usage Tips

Some usage tips for my new favourite blaster.
  1. Remove/tape down the dart sensor. Seriously, it inhibits usage so much that this is the first ever time when I have put a mod in the usage tips, as I try to refrain from doing so. The dart sensor, although it sounds like a good idea, actually tends to lock up the trigger when you try rapid firing, and also tends to not work with Streamlines, particularly with older clips (mags). In a battle you don't want these sorts of things happening, so just disable the sensor by taping it so it thinks it's permanently loaded, or remove it altogether.
  2. Use the jam door to quickly decelerate your motors. If for whatever reason you need to suddenly be quiet, opening the jam door is the fastest way.
  3. Don't use a barrel extension, except for supporting other attachments. The extra barrel length reduces your range and only slightly increases accuracy. It also makes the Stryfe significantly longer than it needs to be. Remember that as a semi auto flywheeler the Stryfe is not a rifle, but rather an SMG/large pistol that should be used for burst fire or rapid fire, not single accurate shots. As such, accuracy is not necessarily needed, and the small size of the Stryfe is an advantage, allowing you to maneuver into tight spaces and let off a number of darts. Adding a barrel extension will rob you of this advantage, and add unnecessary accuracy.
  4. Use a stock if the Stryfe is your primary. Because you should be using the Stryfe most often, the stock will allow for more stable rapid fire, improving the chances of a hit. If the Stryfe is not your primary, do not attach a stock. If the Stryfe is a secondary/tertiary you'll want to be able to pull it out quickly a let loose a spray of darts. A stock will make it harder to pull out quickly, and if it's a backup blaster you'll be using it to dissuade opponents and buy yourself breathing space, not take them all out with an accurate spray. Therefore the stability offered by a stock is unnecessary.
  5. When you fire, fire several darts. Because of the inaccuracy offered by fast spinning flywheels, you can't rely on the Stryfe for accuracy. Therefore to compensate you should fire several darts in roughly the right direction. This will drastically increase your chances of a hit.
Besides those, refer to the Rayven's usage tips for more flywheel related notes.

Sunday, 10 June 2012

General Dart/Disc Usage Tips Part 1

This will be a small post about about how to use your darts. I will add more pages if I discover more.

Monday, 4 June 2012

General Blaster Usage Tips (Part 2)

Clip System:
  1. When debating whether to use 18 clips or drums, consider how you're going to be using your blaster. 18 drums are a lot smaller than 18 clips, so are good for fast-moving CQC. 18 clips have less misfires and jams, making them more ideal for rapid fire blasters like the Rayven and Stampede.
  2. DO NOT DUAL WIELD (exception: Rayven). It's extremely difficult to re-prime, especially given the size of most CS blasters, and reloading can be a pain. Rayvens are the exception because their semi auto nature coupled with their size lend themselves to often being one-handed. The spare hand can be occupied with another Rayven. Even if you run out, the Rayven is extremely easy to reload, even when dual wielding. Stampedes are too large and heavy to effectively exploit their full auto nature.
  3. If there is built in clip storage, use it.
  4. All CS blasters either have the ability to attach a stock, or have a stock attached already. Attach a sturdy or useful stock (e.g. Recon Stock for extra clip storage, Raider stock for stability), because it'll improve your stability (and hence accuracy), and in the case of the Recon stock hold a 6 clip/18 drum for you.
Revolvers:
  1. DO NOT DUAL WIELD (exception: Barricade). The effort it takes to prime both blasters, as well as the loss of accuracy by using one hand to hold the blaster is just not worth the increased capacity. Reloading is also a pain. Barricades are the obvious exception because, being semi-auto, they have no need for priming, and the 20 dart capacity you get from dual wielding is enough in most cases to give you a reprieve long enough to reload.
  2. If there is built in dart storage, use it. (relevant only to the N-Strike Firefly and Elite Stockade)
  3. Don't bother attaching anything. In the case of the smaller revolvers (e.g. Mav), it'll get in the way and hinder your ability to use the revolver effectively, as well as increasing size which reduces holstering ability. In the case of the Barricade, it's meant more for quick-draw rapid fire, not precision sniper shots. A stock will hinder your ability to quick draw it, as well as limiting mobility. In the case of larger revolvers, it'll get in the way, and even without a sight accuracy is usually pretty good. (exception: Barrel Break's dart holder attachment)
Single Shots:
  1. If you're ok with a saw, cut off unnecessary portions off your single shot. (e.g. NF's light, small parts off Jolt handle, any useless parts) It'll make holstering a lot easier.
  2. Definetely don't use attachments. They'll just increase size and generaly not provide much. (exception: Barrel Break's dart holder attachment)
Vortex:
  1. If facing dart blasters, exploit your superior range and accuracy. Surez you may not have the capacity to match clip system blasters like the Raider (until the Pyragon comes out), but your ability to vastly outrange them means they may not even be able to exploit their superior capacity. ***WILL BE RENDERED INCORRECT BY ELITE*** Elite no longer 75ft-50ft (15m) flat. Vortex has higher flat ranges
  2. If facing dart blasters, ensure you have a dart blasting backup, so you can use your opponents' ammo, or your allies' ammo. Discs are much rarer than darts due to them being new, so make sure to pack dart blasters.
  3. Practice reloading discs. Being used to darts, I found it a little disconcerting with the way I loaded discs, thus reducing my reload speed. Getting used to reloading discs can increase your reload speed, as well as make you more comfortable with yoru blaster.
Airguns:
  1. During combat, ALWAYS LEAVE THEM PUMPED UP. In storage, ALWAYS EMPTY THEM.
  2. Airguns in general are either: high power, rapid fire, or semi auto. Exploit these advantages. High power airguns are unmatchable by conventional spring powered blasters, and usually they come with high accuracy, so go snipe. Rapid-fire airguns are unmatched. Their ROF is incredible, vastly outshooting all other blasters. Semi auto airguns give you an advantage of springers - you can simply pull the trigger several times to fire several shots.
  3. Always back up airguns with spring powered/electronic blasters. If you've just emptied your airgun and some enemies rush you, you don't have time to re-pump your airgun. Switch to a spring/electronic blaster so you can at least retaliate and give yourself time to repump your airgun.
  4. An exception to 1), don't leave your airgun pumped up if it's not going to be used within about 30 min. You don't want to risk damaging the bladder/tank/etc because it can reduce power, or even cause the blaster to stop working.

Sunday, 3 June 2012

General Blaster Usage Tips (Part 1)

This will be a large post in several parts, detailing usage tips related to blaster types, not specific blasters. Parts will be added as I experience more issues/think of more tips.

Thursday, 24 May 2012

Saturday, 7 April 2012

Thursday, 23 February 2012

Monday, 17 October 2011

Nerf Vortex Proton Usage Tips

Some usage tips for the smallest and cheapest of the Vortex line.

Saturday, 18 June 2011

Nerf Vulcan EBF-25 Usage Tips

Some usage tips for getting the most out of the Vulcan.

Thursday, 14 April 2011

Wednesday, 16 March 2011

Nerf Spectre REV-5 Usage Tips

The Nerf Spectre is like a Maverick, yet so different. Here are a few tips to help you make the most of it.

Friday, 11 March 2011

Nerf Deploy CS-6 Usage Tips

The Deploy isn't as hard, yet harder to maintain than a Recon. Here's a few tips to help you.