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02 November 2009 - 06:47 PMI don't burn out myself - I burn out my resources. Money, time, energy... high school can be a bitch.
02 November 2009 - 06:44 PMI've played with all three kinds of setups, and here's my take:
The remote line has a lot going for and against it. On one hand, it drastically reduces the weight of the gun, allowing you to more easily aim and snap the gun. You can play with or without a stock on the gun, which can be a plus depending on your playing style. Also, a remote setup reduces your profile and neck strain while prone, since a tank on a drop forward or stock will keep you from laying flush with the ground.
However, the remote line is a noticeable hindrance to maneuverability. It makes switching hands nearly impossible, which can leave you vulnerable if you have to play the left side of a bunker. As well, it can quite easily snag on underbrush and objects.
The drop forward is a decent mod if you are a highly mobile guy who needs full control over the angles you can play. A drop forward allows you to quickly switch hands with the gun, which lets you easily shoot around corners without having to expose your entire body. Another benefit is that the drop forward balances out your gun's weight more evenly, allowing for easier aiming without having to balance the gun.
However, the tank being on-gun can be detrimental for larger tanks such as yours. Not only is the weight of the gun increased, but shooting can be cumbersome with a heavier gun. As well, a drop forward drastically increases your profile, making you a bigger target on the field.
It's fast, it's simple, it's free. Keeping your air stock has the advantage of requiring no setup and no cost, which is pretty much its main advantage. While stock air won't necessarily ruin your ability to play, you won't have the maneuverability of a drop forward or the lightness of a remote line to aid you. As well, the stock air carries some of the same disadvantages of a drop forward, in that the on-gun air supply will increase the weight, as well as throwing off the balance of the entire gun.
If you play fast, get a drop forward. Play it slow or in the woods, get a remote. If you couldn't care less or don't have the cash, keep it stock. The drop forward is essential if you're playing solid-cover heavy fields, such as airball or speedball. However, a drop forward is of little use when you can as easily stick your gun through your cover or find a different piece of cover than shooting with your off hand.
02 November 2009 - 06:25 PMOnce, I made it to my car before realizing that I had forgotten to return two pods I'd borrowed. Caught up with the guy who lent them to me before he drove off :\
I've seen my share of carelessness when it comes to field gear. Guys walking off with armbands, barrel plugs, pods... all too common. Some of it was real, too. A few weeks ago a guy was kicked from the field for trying to pinch a few bags while everyone was out playing. He was a douche about it, too...
27 October 2009 - 10:47 AMalso sometimes in a scenario game, just posting up in sight of a major objective on a field, like around a main feature or path, using a radio to alert your own side to the enemies, and acting as their spotter until they arrived is almost invaluable. not to mention you can stalk them if they head unwittingly into the direction of your backup. they'd be sandwiched. once the first shots open up, they'll bunker down, and you can pick them off. not to mention your allies kills too. just remember that they know where you are so they dont shoot you or at you.
another good lone wolf tactic is to just stay quiet and sneak all the way down the field. not a dead mans walk, i mean 100% unbeknownst to the enemy. dont even engage until you make it most of the way behind their lines. then just turn around and ambush you some opfor. the key to this one is to penetrate enemy lines and start some action deep in their territory. if you kepe doing it, it'll mess with their heads. the earlier they are on edge then the earlier they'll relax when they get closer to the lines. no one can stay 100% focused all the time, they'll relax, and get sloppy for your team. easier prey for them right? and you get to cause some major damage to their morale.
I agree wholly. Communication is paramount, though sometimes (especially in scenarios) radios and other forms of communication are unusable. Also, if you're close enough to your team that you're capable of performing a sandwhich attack, you're less "Lone Wolf" than you are "Dude running to the front line from the wrong direction." As I said in the OP, the tips are more how to stay alive while you do what you do, and mainly while you're in a situation when you have no contact with your allies (i.e. it's hard to lead someone into a trap when your team is half across the field).
26 October 2009 - 10:13 PMIf you don't have the means of chronographing your gun, there's no harm in shooting the gun too slow. Since you got your guns right out of the box, go ahead and turn down the velocity one or two turns (read your manual for instructions). Not being able to shoot more than 100 feet is better than a bloody welt, trust me.
As for protection... I am also late to the party, but baggy, baggy clothes are good. Oversized t-shirts, pants, anything that will cover up your skin and offer a speed bump for the paintball to hit. My mantra is that, unless it causes overheating, all skin should be covered. Neck guards can be turtlenecks or just bandannas, and hands can be covered with loose gloves. I find that glittens (mittens where the mitten top can be folded back to expose the fingers) are very useful, as the "mitten" part of the glove forms a padding on the back of the hand, a very, very bad place to be shot.
As a final note, athletic cups are indispensable. Paintballs hurt. Wear a cup.
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