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 on: March 16, 2016, 11:46:14 AM 
Started by uhasu - Last post by andrea_har
did you mean zombocalypse game ?))

 on: February 08, 2016, 02:42:00 PM 
Started by petekeller - Last post by petekeller
Hi all! I first played HvZ last October at Camp Nerd Fitness, and I totally dig the game.

I'm def going to play again (properly), but does anyone have any tips about playing a game with 20-50-ish players, over the course or 1-2 hours, with "super fast" zombies and unarmed/defenseless humans?

I used the forum search, but didn't get any hits.

I own a strength and conditioning equipment company(, and we have very fit customers. I think a "fast" game of HvZ could be a fun variation on tag if we gate the players into an interesting environment (Fort Worth Water Gardens), give them buffs for the zombie/human identification, and we let the contagion run wild.

Any thoughts?

 on: February 05, 2016, 11:02:54 PM 
Started by Mzzkc - Last post by Zim
Been away from the forum for while, but I'm back now.
1st: Awesome Rapidstrike, Apex!
2nd: After honing may skills and learning how to paint:

I'm still working on the rapidstrike (And its had more done to it since I took that picture), a vulcan rifle, an old stampede, and a tactical roughcut. I'll upload pics when they're done.

 on: January 31, 2016, 06:36:13 AM 
Started by The Cat - Last post by APEX WEAPONS
“Brassards” are those things you see MPs wear on their shoulder. A while back we were thinking it would be badass to have some HvZ FTL brassards. Classic orange - big H for Human, FTL to indicate a Fire Team Leader.

These are NOT reversible - they are black on the other side, and don’t actually fit around your head, only your arm. You're making a statement with it being non-reversible - a badass FTL will never be tagged. (Still have to keep a spare bandanna if you do happen to get tagged) The top has a little velcro tab to help keep it in place, snaps on the inside. We are also planning on making a slew of them and bringing them to NvZ this summer.

 on: January 29, 2016, 11:01:23 AM 
Started by Ozymandias - Last post by APEX WEAPONS
Nerf's Fall Lineup Includes a Fully Automatic Version of its 70 MPH Rival Blaster

Check NERF's Fall Lineup. I really like the 5 round per second Elite Hyperfire:

Post Merge: January 29, 2016, 08:27:04 PM
New NERF Doomlands Double Dealer and Zombie Strike Brainsaw. I like the Double Dealer -- not so sure about the Brainsaw -- looks like a Roughcut wrapped around a huge fake chainsaw.

 on: January 29, 2016, 02:42:30 AM 
Started by APEX WEAPONS - Last post by APEX WEAPONS
Made to hold IV bags or water bottles, these things are freaking perfect for six 18 round extended clips. Comes with a shoulder strap attached and snaps on the back. (no MOLLE straps) The securing straps for each pocket doesn’t quite reach over the top of the clips – they're an inch or two short -- but for those inclined this can be remedied with some additional webbing or swapping in some shock cord. If you cut them off and reattach them they actually fit.

You can hang it over your shoulder - it even works over the top of a chest rig; for example you have 6x18 in your chest rig, and have this hanging on the side for an additional 6x18. I added a "waist strap" to mine and it keeps it secure against my body and doesn't move around.

The pockets are big enough that you can actually just squeeze three clips in each pouch for 9x18, but it's a bit snug.

They seem to average between 10 and 12 bucks with shipping on Ebay: search for "MOLLE II IV Bandoleer" or "IV bandoleer"

 on: January 28, 2016, 10:12:01 PM 
Started by Mzzkc - Last post by APEX WEAPONS
My primary and sidearm all dialed in. Rapidstrike has full size grip using a Pyragon grip integration. No motor upgrades or real battery packs in the Rapidstrike -- just Efest IMRs. Barrel shroud is from a cheap spring powered airsoft gun. Integrated sling mount (black D-ring near stock in upper shot) Battery pack on the side, can switch between 7.4 and 11.1v depending on the game. Hammershot has the Chinese 7 shot cylinder and Full Metal Hammershot kit from Blasterparts. I'll use the Hammershot mainly to snipe lurkers at a distance - I figure if I am down to my sidearm as a backup I am done anyway. (I subscribe to the same school of thought as Torukmakto in having a primary and no dedicated secondary on a sling - although his sidearm is a more effective Stryfe)

And for fun and novelty here's my Roughcut Tactical Shotgun. Late in the week or on certain missions you can start with this, then when things get hairy or you run out of ammo drop it on a sling and grab the RS.

 on: January 18, 2016, 04:01:56 PM 
Started by shandsgator8 - Last post by shandsgator8

I was wondering if you would respond and I appreciate that you did. Your response was timed great because I just came from a superstock Nerfwar yesterday where engagement distances were about 25 to 45 feet with tons of cover. I used my 6 cell Eneloop custom made battery pack in my modded Stryfe (rewire, MTB Rhinos, and upgraded microswitch). To put it shortly, it performed extremely well. Firing off darts as fast as I could pull the trigger produced only minor reductions in dart speed. Basically, firing the Stryfe as fast as I could provided performance that was close enough to that "first shot" when the flywheels have plenty of time to reach full speed. So as you predicted or alluded to, the Eneloop battery and MTB Rhino combo had enough torque to provide the rapid fire performance I wanted.

As for dart speed, someone had a chrono at the event and I was hitting over 100 FPS (about 100-105 FPS) when the flywheels were fully spun up. I did not do any testing for when I was firing in rapid succession, though. Based on what you said, I bet I was hitting between 80 and 90 FPS when shooting as fast as possible. Note that this testing was done when the battery was below freezing (it was snowing while we played). Playing in the summer time will hopefully produce a tad more power from this setup.

I can see how, based on preference and type of Nerf wars a blaster will be used in, that higher FPS with larger grouping could be advantageous. This is something I will look into and may experiment with at the next superstock Nerf war I attend.

Thanks again for your response!

 on: January 16, 2016, 11:02:26 PM 
Started by shandsgator8 - Last post by torukmakto4
From my online research and limited experience [...] it seems like everyone wants higher FPS darts coming out of their ...blasters. Based on my limited testing and observations, if the dart moves too fast, the darts are inaccurate and have no precision (imagine using old school Nerf streamline darts in a singled Titan). Using the same setup, slower moving darts have higher accuracy and better precision, although generally get less range. Therefore, I have concluded that there is a "sweet spot" between FPS/range and accuracy/precision when using standard Nerf Elite darts of Koosh darts (Gen 3). However, I've never see anyone reference this idea. QED: I'm missing something here.

Does anyone know what I'm missing or can shed some light on my ignorance?

You aren't missing much in terms of stability and velocity for the majority of superstock darts, especially the older and less favored types like Streamline and Elite. All I would consider you to be overlooking, and this does get partially into personal preference and situational factors, is that maximizing precision (minimizing spread) is definitely not equivalent to maximizing combat effectiveness of the superstock blaster system. Targets don't sit still in the open 30 feet away. Trajectory flatness, maximum and effective range, retained velocity, and time on target are considerations that favor the use of the highest legal/safe velocity available. Coming up with an effective solution means balancing those with accuracy issues, similarly to the selection of ammunition to balance aerodynamic efficiency and velocity retention with stability.

Nowadays with the much improved darts in .50 cal (such as koosh, ZS Elite, USD, USC, FVJ, FVN/Hardball, ACC, Kforce, and even standard Hasbro Elite to a large extent) which are much more suited to the 100-130fps band, if you ask me, the accuracy problems are dead and gone, and the best bet is to milk those safety limits for every last joule you can put on darts. Velocity gets hits. What would you rather have, a 70fps stock rampage, or a 120fps RS build? Who can take a quick aimed shot across a 45 foot clearing and hit the enemy as they pass a doorway without tons of unintuitive elevation and lead? If both of these players engage each other simultaneously, who is advantaged? Who can reach a horde at 30 yards for area effect? Who is least likely to have a dispute with a zombie? (But who is best at plinking cans off the fence in the backyard?)

flywheel blasters

This opens a whole other can of worms due to the physics of these beasts. There is a proper document by rhino_aus (the Rhino motor guy) describing what I cover below out there but I forget where.

Those Stryfes and such (i.e. "Nerf-design flywheel systems") you see shooting 100-130fps are operating in dynamic friction. The flywheels turn at a surface speed significantly in excess of the maximum velocity a dart can obtain during its contact with them ("critical velocity" which is first reached at "critical speed", approximately 25,000 rpm for the 1.25" 10mm gap system and a typical dart). This mode of operation i.e. "supercritical" is key to flywheel launchers, in my opinion, being viable in the nerf hobby as anything more than a niche or high-priced product.

The reason behind that is simple: As long as flywheels maintain at least critical speed, velocity and flywheel speed have no relation. Since the dart is always skidding on the flywheel surface, the difference of speed between the two is largely insignificant to the force applied on the dart, and so as you shoot and the motors (which are PMDC with linear torque curves) operate under variable loads and hence vary in speed, the velocity of darts doesn't change in response. Supercritical flywheel guns have a definite capability to support ROF, corresponding to the maximum load under which the motors can maintain critical speed; for instance one can calculate 15rps for the Rhino/3S lipo system and 35rps for the FK180SH-3240/2S lipo system both with Nerf geometry and standard ~1.2g darts. Exceed that, which for these setups is not easy, and velocity starts drooping.

Supercriticality also moves the critical speed far enough down in the torque curve that the torque at that speed is high and the total time to accelerate from rest to that speed is only a small fraction of the time to reach full speed - hence quick response. You need not rev one to full speed to get a 100+ fps shot off.

By contrast, i.e. a stock Nerf flywheel gun operates in static friction mode i.e. rolling contact and hence has a supportable ROF of zero rps and a theoretical full-velocity response time of either infinity or 5 time constants (depending on who you ask) - in other words. equating flywheel speed directly to dart velocity is not good. Well, enough theory. Grab a stock Stryfe and rip on it, watch the darts fall shorter and shorter. That is subcritical operation and it is bad. M'kay?

And what that means? You CAN'T, properly speaking, "turn down" a flywheel blaster's velocity without a major tradeoff to other aspects of performance. And that is part of why they all shoot full velocity - because they can do it consistently, and consistency is practical accuracy.

As a small update, I modified a Stryfe with MTB Rhinos. I tested them with a 6 cell and 8 cell NiMH AA eneloop pack. The 8 cell pack shot the darts noticeably faster, but the darts were MUCH more inaccurate. You could compared the performance of my darts (Gen 4 Koosh) to stock nerf Elites...ok, not that bad, but comparable.

The 6 cell pack shot the darts well, although not as well as fast as the 8 cell pack. However, the darts were MUCH more consistent. My current Stryfe setup uses a 6 cell NiMH pack instead of the 8 cell pack.

The 6 cell is subcritical. The 8 is super. That is the major difference. The 6 should get about 90 fps. The 8, 100-120.

Fortunately, Rhinos and a 6 cell nimh pack will give plenty of torque and since it's a semi-auto and probably doesn't see major ROF you should be able to get away with that. The question is whether it really serves your needs. Can you make it start drooping by shooting as fast as in a game? Can you get a ~80% velocity response shot off from standstill?

I still think you should take the 8 cell into combat, as the 120fps is where it's at. Again, it IS personal preference and situational. Some people (see: BURN and their AR equipped rampages) prefer about 90 fps for better accuracy. I find it lacking reach and hitting power.

Also, does anyone know if the Stryfe and Rapidstrike use the same flywheel motors?


They both accept 20.4mm flat can motors.

They both come stock with FA130 motors.

The stock FA130 motors are not the same motor. The Stryfe motor is the common Nerf semi-auto motor (Demolisher, Rapidred, Cam, Stryfe, E-Ray, blah blah blah). You usually run it on a 3S lipo for superstock. The RS motor is a lower turn (hotter) wind. You usually use 2S for similar speed to the former, and it does make more torque, 3S blows them up, and they don't last but a year with stock metal brushes.

 on: January 12, 2016, 09:26:49 AM 
Started by shandsgator8 - Last post by shandsgator8
HvZ forums are back up!

Thank you for the informative post.

As a small update, I modified a Stryfe with MTB Rhinos. I tested them with a 6 cell and 8 cell NiMH AA eneloop pack. The 8 cell pack shot the darts noticeably faster, but the darts were MUCH more inaccurate. You could compared the performance of my darts (Gen 4 Koosh) to stock nerf Elites...ok, not that bad, but comparable.

The 6 cell pack shot the darts well, although not as well as fast as the 8 cell pack. However, the darts were MUCH more consistent. My current Stryfe setup uses a 6 cell NiMH pack instead of the 8 cell pack.

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