Showing posts with label war. Show all posts
Showing posts with label war. Show all posts

Thursday, 2 May 2013

Nerf War 11/4/13 Vids

War vids from the 11th of April. The 3rd part will be uploaded soon.
First rounds: Team Deathmatch

Second rounds: Bombing Run
Third rounds: "Assault" (borrowed from BasicNerf)
 

Saturday, 19 January 2013

Nerf War 16/1/13

I had a war with some friends on the 16th, and I managed to get 8 good games. I've decided to put them together into 3 videos, according to game type.

Game 1: FFA
Just to get everyone warmed up to the blasters and play area.

Games 2-4: Tic-Tac-Toe Domination
There was a revolving Tic Tac Toe board on the smaller of the playgrounds, and we decided to use it as a domination point. The idea was to turn all 9 spaces into the symbol of your team, either X or O. To complicate matters, because we had a prime number of players (7) I decided the last person would simply try and defend the Tic Tac Toe board. It worked surprisingly well, given the low amount of thought put in to it.

Games 5-8: Bombing Run
After a few of my friends left, we were left with just 4 people allowing for a simple 2v2.. I decided we should try out a UT2004 favourite, the Bombing Run. Essentially you have to take a central bomb (in this case a Nerf Ammo Box) to the opponent's goal square (which was drawn in the ground). To complicate matters, you could not fire while holding the bomb, so winning required real teamwork.

Tuesday, 18 December 2012

Nerf War 18/12/12

I had some friends come over today, and we had some Nerf wars and played some video games. I only managed to record one of the rounds, and here it is:

Thursday, 13 December 2012

Last War Vids from 22/11/12

The last three war vids I recorded from the 22nd of November. All these three are a simple elimination, in a 3v1 format, where the 1 always wields the Stampede.

Wednesday, 5 December 2012

Two more Nerf War Videos - 22/11/12

I had a Nerf war with my friends about two weeks ago, but never got around to uploading any of the vids. Well, here's two of them, with the other ~5 to come within a few weeks.

Saturday, 29 September 2012

Nerf War Vids 23/9/12 Part 2

3 more videos from the 23rd of September.

Game 6: 4v1 TDM
Game 7: 2v3 TDM
Game 8: 2v2v1 TDM

Tuesday, 25 September 2012

Nerf War Vids 23/9/12 Part 1

The first five of ten videos I recorded on Sunday the 23rd of September, 2012.

Games 1&2: FFA
Games 3,4&5: 2v2v1 TDM

Monday, 24 September 2012

Nerf Dart Tag Snapfire 8 War Review

Name: Dart Tag Snapfire 8
Capacity Used: 8 (non-variable)
Range: 9-10m (speed)/11-13m (power)
ROF: 1-2dps
Mods: None
Point of View: User
Scenario: Outdoor, close range - basketball court, boundaries set as basketball court's lines
Other blasters: Furyfire*3 (all stock), Swarmfire (stock, updated model)

Even against superior capacity blasters, the Snapfire could hold its own through ease of firing. With it, I could run around very easily, preparing to reload with one hand and firing with the other. It's low weight and size made it very easy to use single-handedly, and its good ranges let me stay on par with the Furyfires. Because of the ease of reloading (from the Snapfire being one-handed), the advantage of the Furyfires' capacity was not prominent.
It could also be noted that likely due to adrenaline and whatever else makes you more energetic in a Nerf war made trigger pulls very easy, even in power mode. I experience few, if any misfires, provided I pulled the trigger with the correct rhythm.

Against the Swarmfire, however, the Snapfire was no match. Because of the lack of cover, the Swarmfire's superior range and spammability made it very difficult to avoid, andbecause of the number of darts it was spitting out, I found it difficult to get any potshots off at him.
The only times I could ever threaten the Swarmfire wielder was when he was occupied with other players, and I could sneak in closer to him without being spotted.

The Snapfire's accuracy was pretty good, and I was able to fire off reasonably accurate potshots even when running. This let me keep up pressure on the enemy when trying to dodge, with the exception of the Swarmfire. Even then, the Snapfire's one-handedness let me fire off a few potshots which occasionally hit the Swarmfire wielder.

In summary, against similar blasters (such as the Furyfire) the Snapfire can definitely hold its own, but against superior blasters (such as the Swarmfire) the Snapfire is completely outmatched.
I personally enjoyed using it because it meant I only had one hand occupied, and I could do others things with my other hand, like pick up darts or prepare to reload.

Wednesday, 18 July 2012

Nerf Stampede ECS SMG War Review


Name: Stampede ECS SMG
Capacity Used: 18 + spare
Range: 10-13m
ROF: 4-5dps (full auto)
Mods: AR removal, air release hole plug, minimisation, 4AA battery conversion, voltage increase, sling point add (not in pic)
Point of View: Opponent

Scenario: Outdoor, 2v2v2 TDM
Other blasters: Rayven (voltage increase, me), 2*AT (stock), Recon (stock), Deploy (AR removal)
Facing the Stampede SMG, even with a blaster like the Rayven, is an incredibly daunting task. From a 3rd person view of the Stampede's usage, it's scary. It can spew out a great rate of fire with ease, and the person wielding the Stampede was also particularly agile, which made it difficult to approach. The Stampede's accuracy was terrible, as one person commented they wouldn't get hit if they stood still, but the agility of the person wielding the Stampede coupled with the Stampede's spammability made it a fearsome combo.

Overall, the Stampede was effective in close quarters, and had high intimidation factor, but was vulnerable to long range blasters (none of which were present).

Tuesday, 17 July 2012

Nerf Rayven CS-18 War Review

Name: Rayven CS-18
Capacity Used: 18 + spare
Range: Variable (20-25m generally)
ROF: up to 5dps
Mods: 3*14500 batteries, safety locks/switch removal/disable
Point of View: User

Scenario: Outdoor, 2v2v2 TDM, FFA
Other blasters: AT (spring upgrade, AR removal), 2*AT (stock), Deploy (AR removal), Recon (stock), Longstrike (spring upgrade, AR removal)
The Rayven with 3 14500 batteries offers a high level of threat, because of its extremely loud noise. The nosie alone can dissuade attackers, even if you're completely out of ammo. Its high range allowed a good spray of suppression fire. The Rayven outranged all other blasters, and was the easiest to rapid fire.
The Rayven, however, was plagued with several flaws.
For one, it was impossible to fire upon impulse - I had to rev it up to fire, and in those seconds the situation often changed drastically, forcing me to adapt under much pressure - not particularly easy.
Another issue was that it commonly misfired. This forced me to tip the barrel down numerous times, costing me ammo, time and often my advantage as it forced me to retreat to ensure safety. As a result I have moved to reduce misfires.
The final issue was its inaccuracy. Clip (mag) system blasters are naturally inaccurate (the Elite dart moves to change this), but the Rayven with 3 14500s is particularly inaccurate. I found it difficult to hit anything past 10-15m.

Overall, the Rayven in theory is great, and if all goes well (and I obtain Elite darts), the Rayven will only be plagued with instant-fire issues, and in the outdoor scenario this is rare.

Tuesday, 10 July 2012

War Videos 8/7/12

Like last week's vids.
There are 5 of them, and I'll upload them one by one over the week.

Monday, 9 July 2012

Nerf Alpha Trooper CS-18 War Review

Name: Alpha Trooper CS-18
Capacity Used: 18 + spare
Range: 15-18m
ROF: 2-3dps, up to 5dps with slam fire
Mods: AR removal, spring replacement, plunger reinforcement
Point of View: User

Scenario: Outdoor, 2v4 TDM, 2v2v2 TDM
Other blasters: AT (same mods), AT*2 (stock), Recon (stock), Deploy (AR removal)
Outdoors, the AT simply dominated. It's superior range to all other blasters used, coupled with a superior ROF (if necessary, otherwise ROF matched other blasters) led to it outclassing all other blasters (except the like AT). I was able to keep opponents at bay with my superior range, without fear of retaliation, and my potential ROF kept me safe in the case of a rush. The only problem with the AT is that slam firing is a lot harder than a stock AT because of the upgraded spring. Apart from that, the AT has no flaws when compared to the other blasters.

Overall the AT was incredibly effective outdoors with the only flaw being lack of accuracy (although this was balanced by everybody being plagued with the same issue).

Scenario: Indoor, FFA
Other blasters: Lumitron (stock), Stampede (extra voltage), Raider (AR removal, plunger reinforcement), Recon (stock)
Indoors the AT was just as good as outdoors, but due to the space involved its superior range was less apparent. I was still able to strike fear into my opponents with its high firepower, but the key difference was that I was still vulnerable to retaliation, and in the case of the Stampede-wielder, they could retaliate without fear of being hit because of the Stampede's full auto nature. Indoors the Stampede was a more fearsome weapon due to the ease at which someone could spew out a shower of darts, but the AT was still held in high regard.

Overall a stock AT would have likely done roughly the same job due to the small area, but the AT was still highly effective.

Friday, 6 July 2012

Nerf Whiteout Longstrike CS-6 War Review

New type of post. In these I summarise how the blaster fared against other blasters. Game type and scenario will be stated.
Name: Longstrike CS-6 (Whiteout)
Capacity Used: 18+6+6 + spares
Range: 15-20m
ROF: 1-2dps (most stable at 1)
Mods: AR removal, plunger reinforcement, spring replacement (OMW 5+kg)
Point of View: Users


Scenario: Outdoor, 2v2v2 TDM
Other blasters: AT*2 (stock), Recon (stock), Raider (AR removal, plunger reinforcement), Deploy (AR removal)
Outdoors, the Longstrike's superior power really showed. I was able to outrange all my opponents, allowing me to threaten them without fear of retaliation. The lack of ROF was not particularly evident due to said superiority, although in the occasions where opponents were close I did have difficulty tagging them when they were moving at high speed.
I was also vulnerable to rushes, because I'm quite a coward. As you could see from the videos if someone rushes I was unable to effectively counter them if I missed with the first shot, due to my lack of ROF. Luckily rushes were rare because of the threat of my blaster's power.

Overall, I think the Longstrike was highly effective outdoors, with the only flaw being vulnerability to CQC and rushes.

Scenario: Indoor, FFA
Other blasters: As above
Indoors the Longstrike's power was not so evident, and its size and design were hindrances. Its lack of ROF reduced my ability to retaliate when I was fired upon, and the design led to me exposing more of myself than I would have liked. Nevertheless, the power of the Longstrike aided as an intimidation factor, helping dissuade attack.
Rushes did not occur in this scenario because of the lack of maneuvering space, thus reducing dodge capability (a key factor of rushes). There was also the threat of ammo theivery.

Overall, I think an AT or even Recon would have been more effective in the situation because of their increased maneuverability and ROF.

Monday, 2 July 2012

War Videos 1/7/12

Some war vids of my friends and I at a local school playground.
I tested my Longstrike in combat and it held up pretty well, letting me outrange my friends. Unfortunately that meant the inability to rapid fire when necessary, but I'm more of a stand-off or long-ranger anyway.
Round 1:

Round 2: