The Range Master is the largest blaster in Buzz Bee's Air Max line, although it has been around for several years in a grey colour scheme instead of the new blue. Nerf has released several sniper-style blasters and none of them have really lived up to expectation, so how does the Range Master stack up?
Showing posts with label range master. Show all posts
Showing posts with label range master. Show all posts
Friday, 29 May 2015
Tuesday, 18 December 2012
Loadouts 5: Sniping
On smaller play areas, pretty much all Nerf blasters can fire the greatest engagement ranges required. However, on larger play fields ordinary Nerf blasters cannot fire far enough to reach most of the field. This is where snipers and modded blasters come into play, which can fire much further than ordinary blasters and with greater accuracy. There are few true sniper blasters, but those included in this loadouts post are the ones I feel are most suited to the task. Note that I have not included airguns which are extremely powerful (e.g. Titan, 4B) as they require stefans to really shine. Stock darts just get ripped apart, but the listed blasters can do well with stock darts.
Note also that where there is a "(m)" before the blaster's name, it means that the blaster must be modified to be an effective sniper.
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.
Note also that where there is a "(m)" before the blaster's name, it means that the blaster must be modified to be an effective sniper.
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.
Labels:
Buzz Bee,
Elite,
Longshot,
N-Strike,
Nerf,
range master,
Retaliator
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.
Subscribe to:
Posts (Atom)