This is a blaster you may well have heard about, as it caused something of a stir when released. It's one of the very few air-powered blasters around, and fires full-auto with a simply absurd rate of fire. It's also by far my favourite blaster.
A little background on our games. Here at University of Birmingham, we only have games lasting a few hours, in quite a small area (the Vale Village, if you happen to know it). As a result, missions are deliberately made very dangerous for humans so as to kill us off in time. We'll frequently have to look after walking VIPs, search for objects in an area perfect for ambushes and engage in PVP battles where some of the losers become zombies. Not only this, but zombies have a mere thirty second respawn timer, forcing us to keep moving on missions. We therefore need to be as lethal as possible to have any chance of making it to the end. This is somewhat hampered by the fact we don't really mod blasters - we don't have the expertise as a group, and safety requirements are fairly strict, for obvious reasons.
Thus, the Rapid Madness. A lot of reviewers looked at it and dismissed it as awesome, but impractical. I disagree heartily. Their main concern was that it takes a while to pump back up from empty, and I won't dispute this. I deal with this problem by the simple expedient of not having to pump from empty - single zombies will rarely need more than three or four darts to take down, and I can quickly pump back up on the move, while still having plenty of air to deal with emergencies. When I do empty the tank, I've usually taken down all the zombies in the immediate area and thus am fairly safe to reload. If not... well, my squadmates are there for a reason. The other disadvantage is range. It's often said that there is no such thing as a sniper rifle in Nerf (and similar), and this blaster is a prime example. While ranges aren't dreadful, you certainly won't be picking zombies off from half a football pitch away. It's a close-range blaster and should be used appropriately.
Now, onto the advantages. The most obvious is the rate of fire. It blasts out around ten darts a second if you hold the trigger down, and while this does mean you can spray a whole magazine if you don't know what you're doing, if you have control a two to four dart burst can pretty much guarantee a hit. This ability to reliably take down zombies leads onto its second great advantage - reliability. My Rapid Madness has never once jammed on me. Occasionally, it'll skip a dart, but no matter what, I know that, if it's properly loaded, pulling the trigger will guarantee at least one dart firing. By contrast, I've been killed by jams on everything from a Demolisher to an Alpha Trooper to a Strongarm. This even applies if I'm using trampled darts in a muddy magazine (yes, this happened last weekend. Still fired.) Finally, there's no need for a spin-up, like in electronic blasters. This means, firstly, that even surprise encounters can be immediately dealt with, but also allows far greater stealth, as you will not be given away by flywheels' distinctive whine. It also means that idiots like me won't jam it constantly by firing when it's not properly spun up.
So what do you need to make it work? The very first thing, as with all blasters, is friends. When I did finally die last week, it was to a surprise zombie attacking me as I reloaded, since I'd let most of the squad go ahead with a VIP while I and a hailfire held the horde off. Unfortunately, he jammed at that crucial moment. With more squadmates, I'd have been OK. The second thing is sidearms. They're already pretty important when having to cope with jams, but are even more so when you know you've only got twenty shots before you have to pump up again. Personally, I carry a Roughcut (though not last game, as I couldn't find the bag), a Strongarm (which I'm planning to replace with a Hammershot, for easier one-handed firing), a BOOMCO Railstinger attached to the top (which I wish I'd remembered about when I died) and a BOOMCO Farshot, which actually ended up as my go-to blaster for dealing with single leftover zombies. I also used an improvised three-point sling to let me drop the Rapid Madness as soon as it stopped firing without having to worry about losing it. Finally, you'll need to invest in magazines and extra darts if you want to make it your primary, as BOOMCO use a different system. Here, however, lies another advantage. BOOMCO twenty-dart magazines are double-stack and fairly short, allowing them to easily fit in NATO mag pouches - I can fit two into each pouch of my British Army webbing. Forty dart mags are around the size of an eighteen-darter, though rather fatter, and have the great advantage of holding an unreasonable number of darts.
Now I'll admit that it's not for everyone. The lack of range is something of a weakness, and I know many people dislike automatics. As well as this, investing in a new dart ecosystem is always painful. However, it's not overly pricey if you buy at the right time (I got mine for £25, and I've seen them lower), and I'm sure your society's got some rich kid you can pester into buying one just so you can try it out. If nothing else, it's really good fun and nothing beats the satisfaction of taking down four people in a couple of seconds.