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Springers or Flywheels?

springers flywheels comparison buying guide

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#1 Jumbo Pancake

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Posted 17 October 2018 - 10:32 AM

Hey,

 

I'm fairly new to Nerf, only been into it for a month and a half or so. So far I have three blasters: a Maverick, a Delta Trooper, and a Ghost Ops Evader. I was enjoying my Delta Trooper, but then decided to get a flywheel blaster after I watched Coop's video on springer vs flywheel blasters. I love that it is ready to fire at any time, and that you can spew out a bunch of darts at a time, but I notice that if you fire more than two or three darts in succession, they fall shorter and shorter, and then the flywheels have to rev up again. Is this my batteries? (they might be low). Which do you guys think is better: slam-fire enabled springers, which are a bit slower to fire but the darts will go the same distance each time, or flywheels, which have the darts slow down after rapid fire? Also, do fully auto flywheels have the same problem as semi-auto's like the stryfe or evader?

 

Thanks.


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#2 Meaker VI

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Posted 17 October 2018 - 09:20 PM

You can upgrade the motors, batteries, wiring, and switches in a flywheel blaster to help with rev times and fall off on repeat shots. That nearly always works well for both full and semi auto setups. It's fairly easily to do with some basic soldering skill - I did one as my first soldering project. Make sure to use a hobby-pack battery capable of supplying both the voltage and the current demands of the motors (stock we usually call 7-12v and 20A). As you observed, flywheels give easy ROF but the total FPS out of the system is limited if your games go into ultrastock ranges (180+ FPS).

 

Springers can usually be upgraded more cheaply to higher total FPS; but doing it usually breaks the slamfire (blasters without slamfire are frequently easier to upgrade). I enjoy both, but most classic NIC/high velocity guys around here are die-hard springer fans.


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#3 shandsgator8

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Posted 19 October 2018 - 11:39 AM

Another advantage of springers is that they're not as adversely affected by wet darts (which can slip in flywheels).


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#4 Kyrativ

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Posted 26 October 2018 - 05:30 PM

I'm an older nerfer, and I'll never stray from the springers and air blasters. That said, the flywheel revolution that has occurred has its benefits. Flywheels are fairly easy to modify if you have a soldering iron and know how to use it, parts like motors, batteries, and wire will need to be ordered, but there's many options available now. Springers are easier to upgrade with a basic set of tools and parts from the hobby or hardware store.

The other thing to consider is the difference of play style. High rof flywheel blasters work well for getting in to action and dumping foam in mass. This means you're going to require a lot of mags, and some way of holding them on your person.

Springers are generally slower in rof, this requires a bigger focus on accuracy, and making your shots count. This is offset by usually having a lighter load as spare mags aren't as critical, or not needed at all, depending on the blaster.

It sounds like you've got a good choice of entry level blasters, so now it's a matter of getting to games and learning what works for you.
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#5 shandsgator8

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Posted 27 October 2018 - 12:30 PM

I'm an older nerfer, and I'll never stray from the springers and air blasters. That said, the flywheel revolution that has occurred has its benefits. Flywheels are fairly easy to modify if you have a soldering iron and know how to use it, parts like motors, batteries, and wire will need to be ordered, but there's many options available now. Springers are easier to upgrade with a basic set of tools and parts from the hobby or hardware store.

The other thing to consider is the difference of play style. High rof flywheel blasters work well for getting in to action and dumping foam in mass. This means you're going to require a lot of mags, and some way of holding them on your person.

Springers are generally slower in rof, this requires a bigger focus on accuracy, and making your shots count. This is offset by usually having a lighter load as spare mags aren't as critical, or not needed at all, depending on the blaster.

It sounds like you've got a good choice of entry level blasters, so now it's a matter of getting to games and learning what works for you.

 

Blackhawk Down put it best:

 

https://getyarn.io/y...1f-e94fce36bd7f


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#6 Daniel Beaver

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Posted 28 October 2018 - 10:02 PM

Springers are the most fun to play, especially in combination with a magazine that you can load on the fly (RSCB, Hopper or turret). The special sauce is: you never have down time loading mags or pumping your blaster, you're just always shooting. You can't just think about the pace of play when shooting - it also matters how much time you're spending futzing around loading mags. With a springer with an RSCB and a flap valve, I'm rocking and rolling 100% of the time. It's great.


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#7 Meaker VI

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Posted 28 October 2018 - 10:34 PM

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... especially in combination with a magazine that you can load on the fly (RSCB, Hopper or turret). The special sauce is: you never have down time loading mags or pumping your blaster, you're just always shooting. You can't just think about the pace of play when shooting - it also matters how much time you're spending futzing around loading mags. With ... an RSCB and a flap valve, I'm rocking and rolling 100% of the time. It's great.

 

This is so understated in the hobby today. A frontloader or RSCB/hopper (or the new Commandfire Hopper) can be loaded with a handful of darts whenever you've got it and a few seconds to spare. Mags take time to unpack from your rig and load, then need to be loaded into the blaster. Sure, you get a burst of up to 20 DPS as quickly as you can load your mags; but once they're out? You'll be out-of-action loading somewhere for several minutes at best. I found that a single shot blaster was my best bet last PvP respawn game because of this.

 

I'd also like to make a few light turret-style reload flywheel blasters, to bump them up into the #scavenger master race.

 

Mags work great for HvZ, from what I understand; as it's PvE elimination and you can safely spend an hour or more reloading between engagements in exchange for really high burst actions. In PvP wars, mags just bog everybody down (unless they bring enough to be able to dump the spent ones and pick up fresh loaded ones between rounds, which is unusual, but also something that the mk13 was good at).


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#8 noahback

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Posted 29 October 2018 - 02:48 PM

Inside flywheels all year long.  Outside most strye/flwheel mods only get 140 maybe 150 fps (except fdl which shots about 180, but it costs 300 to 400$ so it is not viable for most) so itcan't compete for range and theyare usually less accurate.  Indoors I probably drop 25 bullets around with my imred stryfe (house is not large enough to where lipos would significanly effect play) playing with 2 people with 3 lives each where with a caliburn playing outdoors I could never see using more than 1 mag maybe a round with the same rules at father ranges.  Loding mad is just a pian my recomendation for outdoor play sling a stryfe incase some gets close and use an accurate 200-250 fps springer for primary will save lots of mag loading time.  (In stock nerf though always flywheels)


Edited by noahback, 29 October 2018 - 02:51 PM.

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