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Articles on this Page
- 07/24/18--21:13: _Armoured Rules?
- 08/02/18--23:05: _Where to find a Buz...
- 08/04/18--19:23: _Whole weekend style...
- 09/20/18--07:42: _Battery corroded ra...
- 09/27/18--14:06: _Caliburn or Chimera?
- 09/29/18--04:00: _Why a 2s 7.4v Lipo ...
- 10/17/18--08:32: _Springers or Flywhe...
- 11/06/18--19:17: _Sharpfire Powerhouse
- 11/15/18--15:53: _Best guns/ammo when...
- 11/23/18--10:07: _Rapidstrike: White ...
- 07/24/18--21:13: Armoured Rules?
- Perhaps wearing actual obvious armour like Captain Xavier's plate carrier or a helmet can't be "pierced" by Elites, but Megas/Stefans/rockets/Rival can pierce them. The logic here is shields are generally built much, MUCH thicker and heavier than body armour, both in Nerf and IRL, so the more specialized ammo types can pierce while the shields will stop them. Mostly because in armour you can see or feel if a specialized projectile hits you, but if someone spams a proton pack, a Rapidstrike and a Mastodon at you, you wouldn't really be able to keep track of whether you were hit, say, 16 times or 4. One pierce=1 tag is probably better. Also, stefans fire at a very high velocity, and in real battle, a higher-velocity projectile is much better at piercing armoured plates, and massive shields can, in fact, be pierced by super-powerful Longshot builds using half-lengths.
- Obviously fairly standard eye protection (IE safety glasses or goggles) wouldn't be a form of armour, and neither would a mask over the lower face, but a "closed" helmet (such as https://www.nfstrike.com/p/WST-Steel-Wire-Protective-FAST-Helmet-Suit-for-Outdoor-Activity-Black_MU2460083.html?sku=2458672 ) would count as a form of armour when the face is covered?
- If you're hit where you're not armoured, even an Elite will tag you, and possibly a limit on how much armour coverage you can wear (like shield size limits)? This may force players to really pick and choose where their armour coverage is and will provide some dynamic considerations to armour choices.
- Perhaps even a standard list of what counts as armour protection, which each group can agree on, so that someone doesn't strap cardboard to their back and say it's a form of armour?
- 08/02/18--23:05: Where to find a Buzzbee Sentinel in 2018
- 08/04/18--19:23: Whole weekend style games?
- 09/20/18--07:42: Battery corroded rapidstrike wiring away
- 09/27/18--14:06: Caliburn or Chimera?
- 09/29/18--04:00: Why a 2s 7.4v Lipo Charges to 8.4v?
- 10/17/18--08:32: Springers or Flywheels?
- 11/06/18--19:17: Sharpfire Powerhouse
- 11/15/18--15:53: Best guns/ammo when purchasing for a large group
- 11/23/18--10:07: Rapidstrike: White Arm Stuck?
This is perhaps an extension of the highly controversial shields question (that is, ban/limit/have a piercing or destructive weakness/allow unrestricted), but maybe for some games, perhaps some specialized armour rules would be a good way to add a dynamic (and the light/heavy dichotomy) to the games you play?
If I may throw around some ideas:
Obviously I'm just throwing ideas out there, lemme know what you think.
I want to mod a springer that gets 110~ fps performarnce, and remembered some people talking about the Sentinel a while back. So I checked amazon, and they want 50 bucks for one. Im pretty sure sentinels where around $15 last time I checked. Do you know of any stores that I could find these? Thanks
Not sure if this has been done, please correct me if this is the case, and, not sure how feasible it'd be, but maybe at some point, someone could take the idea of a standard round and extend it to a multi-day long one, sort of combining the rules of engagement in team deathmatch with the around-the-clock, and long-term scenario posed by HvZ (except no zombies)?
I personally think it'd be kind of interesting to have a situation in which your players camped out over a weekend and had to deal with the "danger" of other players coming at their camp at night, and how, if this became common like HvZ, how people's loadouts and blaster choices would be affected.
So I accidentally deleted my post so I will now just tell my problem in short and shame...
So my 10 year old brother left batteries in the rapidstrike for a year and it leaked, destroying a lot of the wiring and tracks on the boards...
It has been just taken apart for 2-3 years now and I want to fix it, obviously.
So 1. Can someone please send me photos of the stock wiring of the rapidstrike?
(I can't find good enough quality photos to go off of...)
Or 2. Can someone please tell me maybe a 3-switch wiring kit that ships to Thailand?
I do not necessarily want to modify the blaster in any way, I just want to fix it.
So if I can just fix it with what I already have it will be much, much better for me.
Any help is appreciated, sorry for my English, thanks!
I hate to divide the community like this, but Ive been in a conundrum, and I cant decide which to get. I really like both. Ive watched reviews of both, but to my knowledge, there isnt a direct comparison video of the two. Could someone help me out? Pros? Cons? Perhaps a video comparison that I just dont know exists? Thanks.
I have a 2s 1000mAh graphene lipo and a hobby grade charger. It always charges to 8.4v and I've always wondered why?
My 3s 11.1v Tato lipo also charges to 12.4v. Anyone know why this is?
I'm fairly new to Nerf, only been into it for a month and a half or so. So far I have three blasters: a Maverick, a Delta Trooper, and a Ghost Ops Evader. I was enjoying my Delta Trooper, but then decided to get a flywheel blaster after I watched Coop's video on springer vs flywheel blasters. I love that it is ready to fire at any time, and that you can spew out a bunch of darts at a time, but I notice that if you fire more than two or three darts in succession, they fall shorter and shorter, and then the flywheels have to rev up again. Is this my batteries? (they might be low). Which do you guys think is better: slam-fire enabled springers, which are a bit slower to fire but the darts will go the same distance each time, or flywheels, which have the darts slow down after rapid fire? Also, do fully auto flywheels have the same problem as semi-auto's like the stryfe or evader?
Did you know that the nerf sharpfire can take like a 10kg retaliator spring with a decent amount of stress on the internals, not sure how long it lasts because the blaster makes a not good sound when fired. I used full lengths and got decent range with no rebarrel but brass whould help. fits nicely in a VISM ncstar camo side pouch good for last ditch sidearm.
I am looking to buy Nerf Rival guns and ammo for a group of around 20 kids. I am brand new and very inexperienced with Nerf in general so i am just looking for some tips and advice on what would be a cost effective way to equip an army of 20 kids for a nerf war. Anyone out there have any advice? Thanks!
My sons Rapidstrike seems to have an issue preventing it from revving up the fly wheels. I noticed the white arm in the upper loading bay (actual name?) is extended and we think it is stuck? How can this white arm get retracted? I tried pushing what appear to be locking levers or switches on the inside of the gun but no luck yet.
Anyone else with this issue or perhaps solution?
Much thanks in advance!