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Author Topic: The Nerf Blaster Buying Guide  (Read 196949 times)
HunterRequiem


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« on: September 19, 2009, 06:34:46 PM »

Hello all, here, this is the nerf blaster buying guide, originally posted on the UCSC zombies facebook group.
I have tried to list every commercially available nerf blaster, along with its stats, my thoughts, and
information about modifications.  And since its best to buy more than one blaster, I have also
included my recommendations for different weapon loadouts.
I have integrated Dastardly's nerf blaster classification system into this list.  The template can be found here:
http://forums.humansvszombies.org/index.php/topic,884.0.html

*Maverick
Type: Pistol
Class: A (35)
Price: $10
Mechanism: Single action revolver with slide-cock
Capacity: 6 darts (micro, streamline)
Pros: Fast firing, accurate, small-ish
Cons: Only 6 rounds, jams (see below), deteriorates quickly
Mods: Air restrictor removal (better power), Turret release mod (faster reload),
straw mod (better power)
Comments: One of the most common guns in Zombies. With its low cost,
this gun is great if you're new and don't want to spend much money.
Jaming problem occurs when turret rotates before dart clears, jamming
the dart in the housing. Avoid by using nice, steady trigger pulls.
Modded, this gun does not obtain any spectacular improvements to its performance.

*Nightfinder
Type: Pistol
Class: A (25)
Price: <$10
Mechanism: Breach loading, hook cocking mechanism
Capacity 1 + 2 extra mounted to gun (all darts)
Pros: Reliable, good power, accurate, easily fires any dart
Cons: Very poor rate of fire (manual reload), aiming flashlight is wimpy
Mods: Air restrictor removal (better power)
Comments: Another easy entry level weapon, some prefer it over the
maverik for its reliability and power.
Very easy to mod, this gun can be have significantly better power then it comes stock.

Secret Strike
Type: Pistol
Class: A (15)
Price:~$5
Mechanism: Air pumped, breach loading
Capacity: 1 (all darts)
Pros: Tiny
Cons: Everything else
Mods: None known
Comments: Its small.

Firefly
Type: Carbine
Class: A (35)
Price: ~$25
Mechanism: Revolver, slider cocking mechanism
Capacity 8 + 8 more in stock (micro, streamline)
Pros: Reliable, High capacity, easy reload, very short
Cons: Terrible power, slider is awkward to cock, glow in dark thing
stupid
Mods: Air restrictor removal (better power)
Comments: A gun with a lot of pros and a lot of cons, the Firefly is a
good, high capacity self defense weapon. Good for long close quarters
battles, otherwise, look for another gun
From the testimony of several firefly owners, air restrictor removal can
significantly improve this weapon.

*Recon
Type: Rifle/Pistol
Class: A (30)
Price: $20
Mechanism: Bolt action, slider cocking mechanism
Capacity: 5-6 + 1 more clip in stock (streamline)
Pros: Clip loading system makes reloading/carry ammo easy, good rate of
fire, can be broken down into smaller weapon
Cons: Jamming
Mods: Air restrictor removal (power), clip lock removal (easier reload)
Comments: A solid weapon for those willing to spend a little extra
money, the Recon is superior to the previous weapons in every way except
for its tendency to jam. Don't overload the gun, treat it gently, keep
all springs in neutral position when storing, etc, and it is definitely
usable. Side comment: the barell extention reduces range
Modded, this gun obtains a range and accuracy boost

*Long Shot
Type: Rifle
Class: A (35)
Price: $30
Mechanism: Bolt action
Capacity: 5-6 + 1 more clip in stock (streamline)
Pros: Military-esque weapon, excellent power, solid reloading, jamming
rare
Cons: Large, barrel extention not worth your time
Mods: Air restrictor removal (power), barrel extension (accuracy), stock reenforcement (cocking)
Comments: My personal primary weapon, the Long Shot is an all-around good rifle.  Unlike its successor,
the recon, the longshot does not suffer from jam problems.  
Modded, this rifle dominates at mid range where most nerf guns must arc their shots to reach.

Raider
Type: Assault Rifle (Carbine)
Class: B (40)
Price: $30
Mechanism: Bolt action, pistol grip cocking mechanism
Capacity: 35 (huge drum magazine, compatable with longshot and recon) (streamline)
Pros: Jams less then recon, very high capacity, rate of fire, easy to
cock
Cons: Jams during reloading, bad power and accuracy
Mods: Air restrictor removal (power), clip release removal (loading ease)
Comments: A new gun, the Raider has a gigantic capacity and excellent
rate of fire, but its other specs are pretty mediocre. An effective close-in weapon,
it probably replaces the firefly in just about every respect.
This gun does not obtain any substantial benefits from mods

Hornet (part of unity power system)
Type: Carbine/Shotgun
Class: B (40)
Price: $20-35
Capacity: 6 (all darts)
Mechanism: Air pumped, semiautomatic with "fire all" setting
Pros: Great rate of fire, shotgun ability
Cons: Awkward to hold properly, long/awkward load time
Mods: None known
Comments: If it was easier to reload, this gun would have been a great
primary weapon. Otherwise, I can't really suggest it.

Mag Strike
Type: Submachine gun
Class: C (55)
Price: $25
Capacity: 10 (all darts)
Mechanism: Air pumped, magazine fed automatic
Pros: Excellent rate of fire
Cons: Very long reload time, burst fire very unreliable, air tank tends
to leak, awkard to aim
Mods: Air restrictor removal (power, makes clips unreliable), air bladder seal (reliability),
air system tweaks (power)
Comments: While this gun is excellent for close quarters pointman, its
inherently long reload time makes it like other submachine guns for
zombies: good seccondary weapons if you can find a way to carry them.
Modded, this gun has excellent power, but its unreliability still plagues it.

Rapid Fire (only found at target)
Type: Submachine gun
Class: C (55)
Price: $20
Mechanism: Air pumped, rotating cylander fed automatic
Capacity: 20 (micro confirmed, others unknown)
Pros: Excellent rate of fire, good single fire
Cons: Excruciating reload time
Mods: Air restrictor removal (power), removable cylinder (reloading)
Comments: Probably superior to the magstrike, the rapid fire is, again,
a secondary weapon, but more reliable, more capacity, and better rate of
fire.
With the fast-reload mod, this gun may start to be used more as an assault rifle
primary weapon.

Vulcan
Type: Machine gun
Class: C (60)
Price: ~$50 + $20 (batteries)
Mechanism: Belt fed, electric automatic
Capacity: 25 (micro, sonic, streamline, others unconfirmed)
Pros: Very good rate of fire, relatively fast reload if extra belt
present, high capacity
Cons: Heavy, bulky, no stock, poor accuracy/range, reload is terrible if
no extra belts present, prone to jams
Mods: Belt extension (capacity, requires special feeding) (air restrictor modding has mostly proven unsuccessful)
Comments: A heavy squad support weapon. Using this thing solo is
generally a bad idea. Though its expensive, the vulcan dominates if the
gunner is properly protected and the gun handled nicely.
With its capacity mod, the vulcan becomes a fixed machine gun emplacement that requires two people to operate
(one to fire it, and one to feed the belt ammunition)

Big Bad Bow
Type: Rifle
Class: Varies
Price: Unknown, requires moding
Mechanism: Breach loaded spring
Capacity: 1 (All darts)
Pros: Very good range and accuracy
Cons: Requires moding, low rate of fire
Mods: Required to be useful
Comments: I've seen only one of these fielded, but its range and
accuracy are indeed excellent. Because of its rate of fire, though, is
not as useful.

Titan
Type: RPG
Class: N/A
Price: ~$40
Mechanism: Air launched RPG
Capacity: 1 (can attatch to other guns)
Pros: Its a rocket
Cons: Long reloads
Mods: None known
Comments: With rules governing splash damage from rockets in effect, the
titan is pretty intimidating if you have a back up plan, ie_ run away or
team helps you, but it is not useful in a melee situation.
It has come to my attention that one could mod the titan to be used
as a shotgun, by packing the breach with streamline darts and firing it.

Tomy Gun
Type: Assault Rifle
Class: C (55)
Price: ~$40
Mechanism: battery powered automatic
Capacity: 20 (micro, others unconfirmed)
Pros: Automatic fire, reliable, much lighter than vulcan
Cons: Slow rate of fire, has to spin up before firing, darts fall out of barrel.
Mods: None known
Comments: Good for fast reaction, as it packs some considerable
firepower into a small weapon.

Double Shot
Type: Carbine
Class: A (30)
Price: $15
Mechanism: manual shell load, crack cock mechanism
Capacity: 2 (micro)
Pros: Can fire two shots on just one cock
Cons: Shells, slow reload, mediocre range and accuracy
Mods: No Shell (reloading), Sawed off (power)
Comments: According to some, this gun, fully modded is good for temporary defense (like when you go to the bathroom),
but this is really not effective for protracted fights of any kind.  I suspect the firefly and raider would be significantly better for
the role this gun tries to fill.

Rapid Fire Tek
Type: Rifle
Class: A (35)
Price: $25
Mechanism: Lever action shell
Capacity: 7 (micro)
Pros: Good range and accuracy, decent speed
Cons: Shells, no way to get more magazines
Mods: None known
Comments: Small, powerful, and decently rapid.  This weapon could
be a primary if it didn't use shells.  Otherwise, it's a solid backup.

*Belt Blaster
Type: Assault Rifle
Class: C (55)
Price: $20
Mechanism: Belt fed, pistol grip cocking mechanism
Capacity: 30 (micro, others unconfirmed)
Pros: High capacity, good rate of fire, good range, accurate, does not
jam, looks like spartan laser
Cons: No way to buy more belt separately, therefore reloading
is a pain, chain can fall off.
Mods: Air restrictor removal
Comments: An excellent primary weapon, the belt blaster is a cheap,
reliable way to add some serious firepower to your loadout. Be sure
to hold the chain when you run, or it may fall apart.

Nerf Tag Blaster
Type: Pistol
Class: B (45)
Price: $20
Mechanism: Rotating barrel, side clocking mechanism
Capacity: 10 (all darts)
Pros: High capacity, compact
Cons: unknown
Mods: None known
Comments: See post below by Zed8

by skullface1818:

Berserker
Type: assault rifle + grenade launcher
Class: B (50)
Price: $20
Mechanism: air pump powered grenade launcher and double action shotgun slide
capacity: 20 round wheel + 1 grenade shot (Micro, Sonic, Tag)
Pros: high capacity, speed, and reliability. low cost.
Cons: hard modding potential. Large bulky size, horrible grip. low accuracy (somewhat marginal unless used in squad wars)
mods: grenade launcher AR removal/barrel (internal)... replacement. shoulder strap/replaced pistol grip (external)
comments: a great, but large gun that is great for hunts and suppression fire (as well as intimidation), but makes you a large target. a solid, cheap starter gun that acts as your main Nerf assault weapon. a great buy overall.


Tek 10/6
Type: pistol
Class: A,B
price: 6-10$
Mechanism: double action forward slide (new Tek 10's are regular pistol slide)
capacity: 6-10 (all darts)
Pros: great price...high capacity, an great base power and stock range.
Cons: bulky size, barrels occasionally jam, awkward slide
mods: ar removal/barrel replacement
comments: This is a pretty solid side pistol, that has a high capacity and doesn't jam like mavericks...or require the same kind of care/maintenance needed for the recon. neither has a tactical design, but are dirt cheap and work pretty well. fantastic for people who don't want to spend any money on guns....yet still want a lot of firepower.

Blowgun (custom designs)
Type: Rifle
Capacity: 1 (streamline, sonic) + many more strapped to the side
price: $4-10 depending on what piping you buy/mods
Mechanism: Lung powered
Pros: Dirt cheap, Outrageous range, great in groups, simple, Intimidating, and ability to shoot multiple darts at the same time.
Cons: large size, very visible, bad on your own, low rate of fire, and leaves the user out of breath.
mods: Firing grip, mouthpieces
comments: A very solid gun, with un-paralleled range. Its accuracy at those ranges is questionable however...and takes some training and lung power to really get kills at a distance. It is a very poor weapon on its own, and does require a wing man to be used effectively in the field (armed with a suppression weapon). It is a godsend for trapped humans though because of its range.

Deploy
Type: Assault Rifle
Class: B
Price: $20
Capacity: 6 (streamline)
Mechanism: Clip fed pump action
Pros: Small size, awesome deploy feature, high fire speed, ambidextrous reloading with receiver in up position
Cons: Poor range, shaky stock, can't use raider drum clip
Mods: Same as recon
Notes: Possibly a good replacement for any light scouts, the Deploy supplies great close quarters firepower in a small package.  I strongly
suggest locking the receiver in it's up position: it won't bounce around when you're running, and makes for easier reloads.  With a natural, pump
action fore grip, your aim should be better than with a raider, though you won't be using the drum clip with this blaster.  As always, peripherial
stuff like sights and flashlight are pretty much worthless.

Long Strike
Type: Rifle
Class: B
Price: $32
Action: clip fed bolt action
Capacity: 6 (streamline) + 2 clips in stock
Pros: Intimidating weapon, accurate, extra clips in stock
Cons: Poor range
Mods: Standard reverse plunger mods
Notes: Essentially a large recon

Alpha Trooper
Type: Carbine
Class: B
Price: $20
Action: Pump action, clip fed
Capacity: 18 (drum mag)
Pros: Improved pump action, improved range
Cons: Unkown
Notes: Yet another recon. May have fewer feed issues than the raider.

Barrel Break
Type: Pistol
Class: A
Price: Unknown
Action: Break action, breach loaded
Capacity: 2
Pros: Unknown
Cons: 2 Shots
Notes: Not yet released - with such a new type of weapon, I'll have to see it in action to pass judgement

Spectre
Type: Carbine
Class: A
Price: Unknown
Action: Slide action turret
Capacity: 5
Pros: Folding stock
Cons: Less capacity than the maverick
Price: Unknown
Notes: Not yet released. Still, I'm trying to figure out why you'd want to buy a
nerf blaster that's bulkier and had less capacity than the maverick.

Stampede
Type: Battle Rifle
Class: C (upgraded version will probably push into D)
Capacity: 18
Action: Clip fed, fully automatic
Price: Unknown
Pros: Fully automatic, clip fed, rifle sized, Longshot plunger assembly
Cons: Unknown. Possible feed issues?
Notes: This blaster is the closest thing we've seen to a true assault rifle. With the same upgrade
potential as the longshot, we may see some incredible nerf weapons come out of this.  It has received
a new weapon classification to represent a new type of nerf gun.

Barricade
Type: Machine pistol
Class: C
Capacity: 10
Action: Fully automatic turret
Price: Unknown
Pros: Fully automatic, pistol size.
Cons: Unknown. Possible jam issues?
Notes: Yet another crazy full-auto nerf gun.
-------------------------
Loadout Recommendations
-------------------------

Budget Battler - Bang for your buck
Primary: Belt Blaster
Sidearm: Maverick
Price: $30
Dart Total: 36
Pro - Good firepower, range, high dart count
Con - Awkward reloads
Notes: A perfectly functional rifleman loadout.  A bit on the heavy side,
but the belt blaster will serve you well.

Pointman - Close Quarters Combat
Primary: Raider
Secondary: Rapid Fire 20
Price: $50
Dart Total: 55
Pro - High rate of fire, high dart count
Con - Long reloads, must carry two large weapons
Notes: This loadout is optimized for protracted indoors engagements.  When on
point, the RF20 can shred an entire corridor of zombies, and the raider's capacity
is high enough so you don't have to worry about reloading in a firefight.  You will,
however, need a way to carry both weapons.

Cleric - Dual Wielding Madness
Primary: x2 Maverick
Price: $20
Dart Total: 12
Pro - Light, Two darts can be fired in two different directions, no breach loading required
Con - Bad accuracy, awkward cocking/reloading, low dart count
Notes: This class is here because of its popularity, not because it is tactically the best idea.
Carrying two weapons, one in each hand, throws off the accuracy of both weapons.  Instead,
use the next loadout.

Scout - Maneuverability without sacrificing firepower
Primary: Recon
Sidearm: Maverick
Price: $30
Dart Total: 18
Pro - Light, Easy reloads via clip
Con - Without extra clips, dart count is still pretty low
Notes: More effective then the cleric, the scout still has two pistol type weapons,
but wields them progressively, not in tandem.  I suggest using the recon's stock,
for balance, accuracy, and its ability to store an extra magazine.

Sniper - long range combat
Primary: Long shot
Sidearm: Maverick
Price: $40
Dart Total: 18
Pro - Excellent range, reloading simple with clips
Con - Close quarters lacking, dart count still a bit low
Notes: For best effectiveness, mod the longshot.  While many classes can replace their
mavericks with nightfinders, this class should not.  If zombies close on you, you need
the extra firing speed.

Vulcaneer - Heavy support
Primary: Vulcan
Sidearm: Maverick
Price: $80
Dart Total: 31 (56 with extra belt)
Pro - High firepower, reloads not too bad with extra belts
Con - Heavy, awkward to run and aim
Notes: When you're a pointman rushing into a building, there's nothing more reassuring
than knowing there's a vulcan right behind you.  While it's a bit expensive, the vulcaneer
needs support or it is too vulnerable.  This requires some serious physical strength to pull off.

Juggernaut - Because one vulcan wasn't scary enough
Primary: Vulcan x2
Sidearm: Maverick x2
Price: $160
Dart Total: 62
Pro - Extreme firepower, uber-BAMF-ness
Con - Extremely heavy, awkward reloads
Notes: As the immortal NSSB says in his vulcan guide, everything about the vulcaneer is
multiplied by two if you're dual wielding.  I cannot comment on the effectiveness of this class,
as no one at UCSC is addled enough to try.  

Ranger - My personal loadout
Primary - Longshot (modded)
Secondary - Raider
Sidearm - Maverick
Price - $90
Dart Total - 63
Pro - Good ranged and close in firepower, clips interchangeable, high dart count
Con - Awkward to carry, heavy, requires ambidexterity to use effectively
Notes: As with other loadouts, this requires some physical strength to carry,
and some dexterity to properly wield.  I keep each weapon strapped to a different shoulder,
to make switching easier.

Edit Note: In light of other discussions, I have reclassified the raider, the belt blaster, and the berserker as assault rifles.
Also, added dart type to capacity.
Edit: Fixed for spelling errors, consistency
Edit: Added pro/con section to loadouts
Edit: Added classification system. Because nothing went higher than
       class C, I'm a bit worried that it isn't providing very consistent results.
Edit: Added the flood of new nerf guns available sept 2010.
« Last Edit: August 30, 2010, 04:51:24 PM by HunterRequiem » Logged

Adrien Young (call sign - Minstrel)
UCSC Survivor Commander
Squad - Hunter
Role - Ranger
Loadout - Longshot, Deploy
Zed8
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« Reply #1 on: September 20, 2009, 12:27:17 AM »

Very useful guide.

A few things I'd add, though:
- Mod possibilities: I'd add this to every gun. The main reason I see this as important is becuase of your negative rating on the Firefly. With a simple mod (air restrictor removal) my Firefly gained a ton of range and power. It shoots ~10 feet further than my modded Raider and about as far as my modded Recon.

- The "Winchester" is the "Rapid Fire Rifle" by Buzzbee. My RA from last year used one to great effect. With a CPVC mod on the shells, it gets excellent range with sonic micros.

- The Firefly has a capacity of 8 (not 10) in the chamber and 8 on the stock.

- You forgot the Nerf Dart Tag Blaster (DTB). Is is a 10 shot revolving cylinder blaster that has a slide-cock. IMHO, is is a very good, compact, high capacity blaster.

Overall, you get two thumbs way up.
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« Reply #2 on: September 20, 2009, 11:40:23 AM »

Great Guide. I now have agood idea of what guns to get. Smiley
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skullface1818

The Tallahassee nerf mogul

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« Reply #3 on: September 21, 2009, 10:51:09 AM »

Id also have to add a few more guns

Buzz Bee Berserker
Type: assault riffle
price: 20$
Mechanism: air pump powered grenade launcher and double action shotgun slide
capacity: 20 round wheal + 1 grenade shot
Pros: high capacity, speed, and reliability. low cost.
Cons: hard modding potential. Large bulky size, horrible grip. low accuracy (somewhat marginal unless used in squad wars)
mods: grenade launcher AR removal/barrel (internal)... replacement. shoulder strap/replaced pistol grip (external)
comments: a great, but large gun that is great for hunts and suppression fire (as well as intimidation), but makes you a large target. a solid, cheap starter gun that acts as your main Nerf assault weapon, or a effective side arm. a great buy overall.


Tek 10/6
Type: pistols
price: 6-10$
Mechanism: double action forward slide (new Tek 10's are regular pistol slide)
capacity: 6-10 shots
Pros: great price...high capacity, an great base power and stock range.
Cons: bulky size, barrels occasionally jam, awkward slide
mods: ar removal/barrel replacement
comments: This is a pretty solid side pistol, that has a high capacity and doesn't jam like mavericks...or require the same kind of care/maintenance needed for the recon. neither has a tactical design, but are dirt cheap and work pretty well. fantastic for people who don't want to spend any money on guns....yet still want a lot of firepower.
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Location: Florida State University
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« Reply #4 on: September 21, 2009, 04:39:07 PM »

Good list, although I feel compelled to throw my two cents into the ring.

1. The shotgun does have a useful mod. Cutting off the end of the barrel and essentially turning it into a "sawed-off-shotgun" has been known to increase the range while also improving the weapon's usefulness in close quarters combat situations.

2. I have heard that it is easy for the darts to fall out of the Tommy Gun whilst on the move, which is obviously a major con. If anyone who owns one would like to testify for or against that, that would be great.
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skullface1818

The Tallahassee nerf mogul

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« Reply #5 on: September 23, 2009, 09:34:12 PM »

As a minor edit, the Berserker CANNOT shoot streamlines. all others work like a charm though (with Whistlers and taggers being my favorite).
Plus you can modd the grenade launcher to probably shoot just abotu anything, though this is just a guess.
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Name: Aaron S. Zaslow
Role: FSU's Nerf mad scientist
Location: Florida State University
Squad(current): legion of chaos
arms: To be honnest? most of emmn
I like stampedes

My youtube!
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« Reply #6 on: September 24, 2009, 03:33:46 AM »

Hunter, I'm going to sticky this thread.  Awesome job.
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HunterRequiem


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« Reply #7 on: September 24, 2009, 06:19:59 AM »

Thank you all for your feedback and corrections.
I have added a section for loadout, where I've listed the most common combinations of guns I've seen or
heard about.  While some guns are interchangeable within their classes, if you know of/use a loadout I
haven't listed, tell us about it, and I'll list it.
Cheers.
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Adrien Young (call sign - Minstrel)
UCSC Survivor Commander
Squad - Hunter
Role - Ranger
Loadout - Longshot, Deploy
skullface1818

The Tallahassee nerf mogul

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« Reply #8 on: September 24, 2009, 02:33:14 PM »

Blowgun (custom designs)
Type: sniper rifle
Bulets: streamline and Whistler ONLY (no suction headed or taggers work)
price: 4-10 dollars depending on what piping you buy/mods
Mechanism: Lung powered
capacity: Single shot, but s can be strapped to the side (Ive gotten up to 22 strapped bullets + one in barrel)
Pros: Dirt cheap, Outrageous range, great in groups, simplicity, Intimidating, and ability to shot multiple darts at the same time.
Cons: large size, very visible, bad on your own, low rate of fire, and leaves the user out of breath.
mods: Firing grip, mouthpieces, foam bayonets (if rules allows melee weapons). Nm else.
comments: A very solid gun, with un-paralleled range. Its accuracy at those ranges is questionable however...and takes some training and lung power to really get kills at a distance. It is a very poor weapon on its own, and does require a wing man to be used effectively in the field (armed with a suppression weapon). It is a godsend for trapped humans though because of its range.bullet
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arms: To be honnest? most of emmn
I like stampedes

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« Reply #9 on: October 07, 2009, 04:00:17 PM »

My standard loadout was the Scout last semester, a recon and a maverick as a side is always a reliable combo, sometimes i'd forgo the maverick and just rely on my speed when i ran out of darts.  This semester I'm going to be trying a different loadout, here it goes

Primary: Raider, with 12 rd. "super clip" and the recon stock holding a regular 6 rd. clip, a rail mounted LED flashlight (I have night classes), I've got it on a 1pt. sling setup
Secondary: Maverick (attached to my military pack)
auxilary: 2 Socks on my belt (we use sock "flails" at Umaine, along with sock 'nades)
My military pack will be holding my books for the week, along with the raider drum in case i get in really deep.

Keep in mind this is for just getting to and from classes

for the missions, I'll have the drum loaded on the raider with the 6 round clip in the stock and the superclip in a pocket.

I call it my spec ops loadout, because it has the potential for a very significant amount of firepower, in a relatively small package.

If so inclined I could also carry a third and fourth weapon in my rucksack if i chose to bring it on the missions, this is where my firefly comes in, so in total I've got a possible firing capacity of 75 darts raider drum(35) + superclip(12)+clip(6) plus maverick(6)+ firefly(8+8)67 darts before you have to reload clips or anything. (and sock flails are melee so techincally that's infinite ammo there  Tongue)  

EDIT:  MY guns all have the air restrictors removed as well
« Last Edit: October 07, 2009, 05:06:33 PM by C.o.S.1 » Logged

Codename:Spectre
Loadout: SOpmod Raider, maverick, firefly
Rank: Captain in U.D.F. and C.o.S. Squad Leader
College: University of Maine.
Buzzzzzkill

HEAD SHOT-THRIPLE KILL

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« Reply #10 on: October 07, 2009, 04:59:13 PM »

Great job on this thread first off, but there are alot of useful mods that you neglected to mention on alot of the popular primaries such as the Longshot, Maverick, Magstrike and alot more on your list including the secret strike. The modification directory I posted in this forum will help anyone looking to upgrade the weapons they already have.  Cool
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HunterRequiem


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« Reply #11 on: October 10, 2009, 05:36:32 AM »

Great job on this thread first off, but there are alot of useful mods that you neglected to mention on alot of the popular primaries such as the Longshot, Maverick, Magstrike and alot more on your list including the secret strike. The modification directory I posted in this forum will help anyone looking to upgrade the weapons they already have.  Cool

Thanks, I'm no expert at modding, I just listed things you can do with simple supplies, ie_ a screwdriver, a drill, and some epoxy.

Also, as a side note, when putting together a loadout, an important concern is ammunition compatibility.  In mine, my weapons both use mags, which simplifies reloading on the run.  While its fine for your sidearm to use something different (most do), if you're going to have two large weapons, you're going to want them to use similar types of ammo.  Also, dart counts in the loadouts assume no extra supplies bought.  A tactical vest and $40 of mags later, any clip-based loadout suddenly has a dart count in at least the 50s.
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Adrien Young (call sign - Minstrel)
UCSC Survivor Commander
Squad - Hunter
Role - Ranger
Loadout - Longshot, Deploy
URX

A zombie bird. Don't ask.

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« Reply #12 on: October 14, 2009, 02:10:56 AM »

A note on the Buzz Bee Belt Blaster:  The gun is as fragile as heck.  After one week of use, mine barely cocks, skips shells, leaks from the join point, has lost four links and generally sucks.  

Out-of-box specs:  

Average dart range=15-20 ft.
Fastest rate-of-fire=64 darts per minute (Redonkulus, I know, but basically I can shoot ~1 dart per second.)
Reliability=Discharged full range 9/10 times.
Dart capacity=30 darts, full chain.  

1 week later:

Average dart range=5-10 ft.
Fastest rate-of-fire=30 darts per minute
Reliability=Discharged at full range 1/7 times.  
Dart capacity=26 darts, full chain.  
« Last Edit: August 30, 2010, 02:09:21 AM by URX » Logged



My 'veppins:  Rapid-fire 20, "Not Yours" with Zombie killmarkers, a blowgun as long as a longshot, a NERF football and a crap-ton of socks.
skullface1818

The Tallahassee nerf mogul

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« Reply #13 on: October 21, 2009, 02:33:16 AM »

as a note:
if you get a huge blowgun and roll with a squad.....your going to get something close to a tank....simply because the blowgun can take people down from super far away (in face......most zombie squads will just stay the hell away fro ma group with one + blowguns)

so its always a good idea to have one designated blow gunner.
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HunterRequiem


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« Reply #14 on: October 21, 2009, 03:19:38 PM »

Well skullface, my squad has me as the designated marksman with a heavily modded longshot that has a max accurate range out to 40 or 50 feet.
While I'm sure blowguns can get some nifty performance boosts, my squad prefers clip-based weapons because it means we can carry a lot of ammo and still load quickly.
BTW, the longshot has the following mods: larger spring, reinforced internals, 20cm barrel extension, brass barrel.
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Adrien Young (call sign - Minstrel)
UCSC Survivor Commander
Squad - Hunter
Role - Ranger
Loadout - Longshot, Deploy
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