Show Posts
|
|
Pages: [1] 2 3 ... 13
|
|
1
|
Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy)
|
on: April 04, 2013, 12:07:45 AM
|
Is there some kind of advantage to using a bigger dart  . I can only think of negative ways it would affect the performance of the blaster in question. Well I can get a micro dart to go about 100+ feet, more so if I arc my blaster. So the larger dart would be a way to allow my to "snipe" with my blaster while not hurting anyone, as the BBBB is really powerful. Next Berserker I mod will be able to take absolver barrels. I could always carry a pack with me for those pesky zambees.
|
|
|
|
|
3
|
Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy)
|
on: April 02, 2013, 09:22:26 PM
|
I followed that tutorial pretty darned closely, although these days I would have used a 1/2" PVC coupler instead of a CPVC one for the airgun. I honestly do not believe I have ever fired it singled--I have more than adequate NIC-style primaries and a strong dislike of airguns in general. I know that I have, at one point, thrown a 19-round absolver on it for fun and fired about 14 barrels in a foam rain. Fun stuff.
I still believe the Berserker is a useful primary for HvZ, but its size and the difficulty of reloading means it is only for a specialized player.
The scattergun can likely be made with a large endcap, a reducing bushing, and some creative putty work to remove deadspace, to be honest.
Sounds good. Hmm....I wonder if I could get a berserker to fire an elite mega dart....that would be interesting to see.
|
|
|
|
|
4
|
Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy)
|
on: April 02, 2013, 10:30:18 AM
|
Hey, glad someone likes the Berserker! The PVC is gooped into the base of the turret and the front of the turret is a separate piece that (if memory serves) didn't need gooping at all once I finished Dremelling it to fit the new barrels. Goop wouldn't be a bad idea, mind you.
The scattergun attachment came with the Berserker I purchased. I merely removed the stock barrels and added CPVC for improved ranges. It winds up adding a little bit of chaos to an already fairly decent blaster (although it still needs cleaning up and paint at some point).
Thanks for looking!
Ah I see. I might have to look on nrev or haven to see if anyone has that attachment because I believe it was either a Wal-Mart or TRUS exclusive. Did you have to cut the turret barrel at all? As was done here: http://nerfhaven.com/forums/index.php?showtopic=17586When I did mine I simply pounded out the AR's, which wasn't as bad as some people made it seem, and used markers that I cut and hallowed out to remake the turret so it will work with everything. The BBBB is singled for darts, which is fine if I nerf it or play in mini games (usually hitting a new player once, then they tend to stay away from me, even with 5 second respawn times), but has the power to be made into something else, and a nice scattershot or an absolver would work, especially since I'm pretty sure I have one of every shell/rename that Buzzbee did, if not the misses for them. I then added party poppers on top, which have since fallen into non-use because by the time I use it the dart heads just clump, as well as a blowgun, which is not allowed in the game I play, so I use it as a handle for the blaster. I then used duct tape so I could attacked 20+ extra darts to one of the sides. There's actually an early version of it on this page before I went to elite darts when I was using whistlers. Mine is actually the Barbarian, which needs 3 pumps for the cannon to shoot about 100 feet, assuming yours stills has/had this ability, did you ever do a range test on it if it takes more than 3 pumps? I heard someone say BB made them more efficient, but I never really tested it.
|
|
|
|
|
5
|
Playing / Equipment & Toys / Re: Show Off Your Armory/Loadout (image heavy)
|
on: April 01, 2013, 10:30:59 PM
|
Old, but...  The "soldier" set up, specifically for my little brother if/when he decides to jump in. Buzz Bee Berserker with CPVC barrels and a coupler-modified pump gun. Attachments include a singled barrel (most likely banned), 2 glow rockets, 2 7-round absolvers, and a 6-round scattergun. The Scatter Blast just completes the image. Not pictured is the 19-round "shock and awe" absolver I'm still working on. I have two questions. What all did you do to connect the CPVC piping to the Berserker's turret and how did you make the scattergun, or more importantly what is it made out of besides CPVC. I am a Berserker user, and although I love Big Bertha, I would like to do a different mod since I now have about 3-4 others that are stock. 
|
|
|
|
|
6
|
Organizing / Organizing & Starting Games / Re: Zombie Special Critique
|
on: March 27, 2013, 04:42:47 PM
|
|
Well the thing about the reaper is that it is suppose to move humans more than turn them. It would just be a mod/admin strolling along, liking having fun with seeing the humans run from it.
Can you elaborate more on the timer modification aspect?
Yeah, having only socks temporarily stun the Nemesis would actually be a lot easier to control instead of counting.
|
|
|
|
|
9
|
Organizing / Organizing & Starting Games / Dealing With Roads
|
on: March 24, 2013, 11:01:50 PM
|
|
I am hoping to get HVZ set up at my current school after playing it at my last school. My last school was mostly land locked. There were some roads, but mostly clear and of course the obvious be safe mentality. However my new school has bus stops, traffic, although minor, running through it all day, and is split up into "islands" by parking lots and roads. So I was wondering how other schools handled this kind of campus as I would like to have good ideas before going to the school with the plan of making a game.
|
|
|
|
|
10
|
Organizing / Organizing & Starting Games / Zombie Special Critique
|
on: March 24, 2013, 10:56:27 PM
|
|
Posted it in my squad's private FB group, but everyone said "awesome" and haven't been giving much criticism and would like some.
NOTE: Just about all of these, besides perhaps the first one, will be played by a mod or admin (and even then the first one likely will also).
All of these are based in part of the 4 Horsemen of the Apocalypse and likely only one of each type.
Conquest: Has a sword (perhaps Nerf sword) and a 1-2 minute stun time. Wears a long red bandana above the orange. Pretty much a charge into the action zombie. Thinking about making any hit, even on the sword count as a stun. I know the Nerf weapons hurt, so it will likely be used by an admin/mod or a very padded weapon.
Starvation: Three darts or two socks to stun, doesn't actively attack humans but will grab darts and socks, even if it is one it is stunned or semi-stunned by before the sock or dart hits the ground. Darts/socks are returned at the end of the game or mission. Has a long, thin, black bandana above the orange. Thinking that the return rate may be reduced as time goes on. So it starts off as after the mission, then only 1/3, then 1/2, then only at the end of the game or after a person is killed. Not sure how it will play out, since a lot of people will leave ammo around, but it would serve as a game mechanic that cleans up after the humans.
Plague: Either gives out minor power ups/exp. to zombies or acts as an instant respawn. Chooses when to do it via a high five. Has a long green bandana under the orange. Not sure if this should be stunable, as the person will not be a constant respawn and will be a mod or admin. If it gives out power ups (perhaps spitter socks or shields) it will be able to be stunned and would have to be protected (thinking the power ups are a one time thing, once you are stunned, you lose the ability and have to return it, but the added stun timer is only for the Plague, which would have zombies protecting it a bit, which could be a problem).
The Reaper: Slow zombie, literally walking, so speed walking. Cannot be stunned though (slow but always coming for you, like death). Has a long off color or light grey bandana under the orange. Kind of like a tank I've seen at other schools. It is used only to keep the pressure on humans to keep moving, not specifically to turn them. Could make for a nice rock and a hard place scenario though.
So there you go, like it, hate it, love it, loathe it? Not really sure if it would or could play into the game as a theme, just as special typed zombies.
Oh, and if you simply like all of these, what would be your take on a Nemesis? Zombie with a blaster that takes multiple shots (10-20) as a final boss? Thinking about having an evil scientist turning into one, depending on how the game works out mission wise. I wouldn't have it able to kill all the humans, perhaps just 1/3 - 1/2 of them. This would be either an optional thing, face it or run, or would actually be the final thing to kill. Slow moving and slow fireing as the zombies either surround it or attack at the same time. Again, this would be a mod/admin, so it wouldn't be gunning humans in the back as they faced an entire horde, perhaps an in between rush type of thing.
|
|
|
|
|
11
|
Playing / Equipment & Toys / Re: The Nerf New Gun Thread, 2013 edition
|
on: November 20, 2012, 09:56:16 PM
|
|
Just going to say, that I hope we get a new color for the Elite Darts. I don't mind the blue color at all, even like it, but you can't see if you hit zombies at night games, and that is annoying, more so when it is cold outside and some people don't feel the darts hit.
|
|
|
|
|
15
|
General / HvZ General / Re: Special Zombie Idea
|
on: October 27, 2012, 10:10:49 AM
|
|
In my head, the Slenderman would be a mod or admin. The thunderdome battle is the "fight for your life" type of deal. Hard, but not impossible. When you do that you are either a zombie of a human, and will return to the game. Basically, Slenderman is suppose to scare the s**t out of the humans. Also, you run into the mission vs comrade problem. Whoever got tagged enters into the minigame (this is where slenderman OP ends) and is safe going there, fighting, and for a few minutes after it ends (collect darts, GTFO, etc). But the rest of the team is not. If they follow, the mission could be a failure. If they don't the tagged person
For better control, you could do a randomized or semi-randomized hit list that the slenderman character could tag (all players in or better players in one pile and rest in another). And I would say walking with the ability to run to tag a target.
Think of it like this, sandbox mission, easy way in, a bit narrow (Brock Commons like for Killian a 10 foot sidewalk or bridge for others) but slenderman is there. Do you risk it? Go around to where the horde could be? What if your friend gets tagged because they are by them selves?
That is more of what I was thinking, not a player running around tagging as many people as they want. The tag mechanic would best be hidden, saying that Slenderman has a select number of tags, but not how it would work or how many tags they get, it could be player limited, number limited, or ,if your are sadistic, have slenderman be able to tag no one, and just be in a popular pathway or stalk a squad for the night.
|
|
|
|
|