A revised version of my Heavy Fire Support loadouts, as a result of further experimentation and reading on the interwebs.
Scenario Description: Close-mid range team based encounters.
General engagement ranges ~7-12m. Player has taken the role of "Heavy", who carries larger blasters that are typically more spammable and ammo hungry, or are mor effective than regular blasters.
Keys to Victory: Rapid fire
blasters with reasonably high capacity, preferably easy to reload.
Reasonable range - does not have to shoot particularly far. Must be able
to effectively spray darts at opponents, idealistically suppressing or
tagging them. Large amounts of ammo. Fearlessly spray opponents, even
when under heavy attack.
Alternative primary blasters are those that inspire great fear into opponents and consume lots of ammo/particularly large ammo, such as large shotguns and rocket launchers.
You won't be too capable of run 'n' gunning thanks to the inherent bulk of your gear, but it's not hard to walk 'n' gun, and if you're prepared enough, running with all your gear shouldn't be too hard. Practice is the key to coping with all the stuff you're carrying.
Unnecessary Burdens: Trying to cut down on weight somewhere by minimising ammo or some other useful objects. Face it, if you want to be a "Heavy" you are going to be carrying a lot of stuff. That is the entire point of your role. If you don't want to be carrying so much stuff you probably shouldn't be a Heavy.
Showing posts with label Vulcan. Show all posts
Showing posts with label Vulcan. Show all posts
Saturday, 7 February 2015
Monday, 17 September 2012
Loadouts 3: Defence
Scenario Description: Player has reasonably good cover and lots and lots of ammo. When necessary player can call backup from teammates. Player is guarding important item (e.g. flag in CTF) or important area (e.g. home base). Ideally opponents are exposed and vulnerable when attacking. Player has defined the field of combat so as to give themselves the biggest advantage and give the opponents the biggest disadvantage.
Keys to Victory: Intimidation can be just as effective (if not more) as actually tagging your opponents. Scared opponents are less dangerous than confident and fearless opponents. Ability to cope with numerous opponents in a small timeframe - a well organised team will attack as one. Manipulate your environment to your advantage. Make your opponents fight on your terms, not theirs. If you can do this effectively, you could defeat even the best and most well equipped player with something as humble as the Jolt or Nitefinder.
Unnecessary Burdens: Numerous blasters - a well equipped player should only need 2-3 blasters at most. A well equipped defender should only need one or two blasters, although backups can be useful for certain blasters.
Keys to Victory: Intimidation can be just as effective (if not more) as actually tagging your opponents. Scared opponents are less dangerous than confident and fearless opponents. Ability to cope with numerous opponents in a small timeframe - a well organised team will attack as one. Manipulate your environment to your advantage. Make your opponents fight on your terms, not theirs. If you can do this effectively, you could defeat even the best and most well equipped player with something as humble as the Jolt or Nitefinder.
Unnecessary Burdens: Numerous blasters - a well equipped player should only need 2-3 blasters at most. A well equipped defender should only need one or two blasters, although backups can be useful for certain blasters.
Saturday, 8 September 2012
Loadouts 2: Heavy Fire Support
Scenario Description: Close-mid range team based encounters. General engagement ranges ~7-12m. Generally numerous, small teams instead of few, large teams. May or may not have numerous obstacles obstructing lines of fire. Player has taken role of fire support for team. Where necessary player provides fire support for team, and where necessary team protects player.
Keys to Victory: Rapid fire blasters with reasonably high capacity, preferably easy to reload. Reasonable range - does not have to shoot particularly far. Must be able to effectively spray darts at opponents, idealistically suppressing or tagging them. Large amounts of ammo. Fearlessly spray opponents, even when under heavy attack.
Unnecessary Burdens: Sidearms - your team covers you when you reload, more than one blaster (with exceptions) - unnecessary weight and bulk
Keys to Victory: Rapid fire blasters with reasonably high capacity, preferably easy to reload. Reasonable range - does not have to shoot particularly far. Must be able to effectively spray darts at opponents, idealistically suppressing or tagging them. Large amounts of ammo. Fearlessly spray opponents, even when under heavy attack.
Unnecessary Burdens: Sidearms - your team covers you when you reload, more than one blaster (with exceptions) - unnecessary weight and bulk
Saturday, 18 June 2011
Nerf Vulcan EBF-25 Usage Tips
Some usage tips for getting the most out of the Vulcan.
Labels:
EBF,
EBF-25,
Nerf,
Usage Tips,
Vulcan
Sunday, 12 June 2011
Nerf Vulcan EBF-25 Review
The Vulcan EBF-25 is Nerf's belt fed machinegun. It was released in (I think) 2008 (correct me if I'm wrong) and upon release, it was one of the most awesome Nerf blasters ever. (Raiders, AT's, Barricades and the like didn't exist). It comes with a 25 dart belt using whistlers/sonic micros, a large ammo box, a tripod, and a snap-on carry handle. Older versions included a very short barrel extension (as displayed in the pic) which IMHO makes it look a little cooler than it already did. At the time of release, the Vulcan had the largest capacity ever released, so that gave it a massive advantage in the Nerf wars of those days.
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