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JohhnyTopside

Member Since 03 Dec 2011
Offline Last Active Jul 05 2012 03:54 PM

Posts I've Made

In Topic: Nerf Jolt - Conduit rebarrel

03 July 2012 - 02:38 PM

Did you do any comparisons on ranges? I've heard most mods on the Jolt only increase performance a trivial amount.. I know mine shoots pretty hard stock and the only thing I would bother doing is remove the peg for the ability to fire stefans.

In Topic: 3DBBQ Nerf fighting skills

03 July 2012 - 02:30 PM

I got the numbers in!
First I tested my modded NF named Charles, then my new stock Jolt, and finally my (badly) modded Maverick. (The numbers aren't in any real order. I wrote them kinda randomly on the paper :3.) All tests were done with the same 3 stock streamlines.


Charles
control == ~45 ft, ~46 ft, ~43 ft
punching == ~54 ft, ~57 ft, ~53 ft (Wow!)
-----------------------------------
Jolt*
control == ~25 ft, ~26 ft, ~25 ft
punching == ~46 ft, ~51 ft, ~48 ft (WOW!!1!one!)
-----------------------------------
Maverick
control == ~34 ft, ~35 ft, ~34 ft
punching == ~25 ft, ~24 ft, ~24 ft (wow.)
-----------------------------------
So overall it does increase range but it decreases accuracy. My theory as to why the Maverick's range sucks while using the punching technique is that the barrel rotates when you pull the trigger, and punching may cause the dart to hit the side of the front "barrel" thing, spinning them out of control.

Overall, you guys were right, and Daniel Beaver is right in that you don't really need this technique in a real Nerf war, but you look kinda bad ass like the people in Wanted....
On another note... Makeitgo, what the hell is that? I think I want one 0_o
*The Jolt is awesome and if you don't have one, get one. If you have one, get another!