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Zack the Mack

Member Since 25 Jun 2009
Offline Last Active Feb 21 2017 02:34 PM

Posts I've Made

In Topic: Nerfers in Monmouth county, NJ?

21 February 2017 - 02:33 PM

If you plan weekend wars in Monmouth, I'd love to come. My brother lives nearby, and he's down too.


In Topic: Shields: Do you love them? Hate them? Ban them? Permit them?

20 January 2017 - 07:32 PM

But does breaking the shield and killing the user make the shield null for the rest of the battle?

My post was saying ok the disc hits your shield it's broken for the rest of the rouND and you can go place it back at your base and grab a full size blaster or continue to carry it and wield a smaller one.

 

Oh, you can continue to use the shield. Creating counterplays to shields is important, but It's more important to keep the rules manageable.


In Topic: Shields: Do you love them? Hate them? Ban them? Permit them?

16 January 2017 - 04:02 PM

The key rule is that breaking the shield kills the shieldbearer:

  • It amps up the risk factor in running a shield
  • It provides a bigger target for the jankier "shield breaker" projectiles
  • It cuts out bookkeeping and makes rules enforcement easier
  • Many players don't like throwing their equipment on the ground
  • People will step on the shield, and we don't want anyone getting lacerated on broken plastic

In Topic: help with MTB hellcat motor

14 January 2017 - 06:06 PM

Unfortunately, the solder tabs aren't replaceable. You need a new Hellcat...

 

I'll admit that I broke a motor the same way. You can add some strain relief with a dab of E6000 or Goop after you solder the wires to make this less likely...


In Topic: Shields: Do you love them? Hate them? Ban them? Permit them?

14 January 2017 - 05:57 PM

I've done some casual wars that allow shields. They do slow the game, but they encourage tactical play. Shields counter high-powered blasters that outrange opponents - if you want to get more diversity than homemades, I highly recommend them.

 

Here are the rules we used to govern shields:

  • Shooter still calls hits. If the shooter says the round hit the shieldbearer and not the shield, it counts as usual.
  • Shields must be held in one hand. Players must hold the shield in a hand to use it. This prevents players from strapping shields all over themselves, makes it easier for the shieldbearer to call shield hits, restricts the blasters the shieldbearer can use, and makes the shieldbearer vulnerable while reloading. It also implicitly bans shield-blaster combos, since the shield is held by the blaster.
  • Melee kills the shieldbearer. If the shield touches an opponent's body or any of his or her equipment, the shieldbearer dies as if he or she were hit. This allows any player to kill a shielded player, and punishes the shieldbearer for striking a player with it.
  • Exotic projectiles kill the shieldbearer. If a missile, sock, Mega dart, Vortex disc, etc hits the shield, the shieldbearer dies as if he or she were hit. The war organizer might want to allow Rival balls, Boomco darts, stock Streamlines, etc to penetrate shields as well. As usual, the shooter calls hits.
  • Shieldbearers have an extended respawn time. We used double time - if the game is 3-15, you wait 30 seconds instead of 15. You might even extend this further if the battlefield is large. This allows players to rush opponents when they kill their shielded teammates.
  • Shields don't work during sudden death. If the opposing team has only one surviving player, shield hits kill the shieldbearer. That player is responsible for calling sudden death.

Setup and safety rules:

  • Defenders can't use shields. This is only for asymmetrical games with an attacking and defending team.
  • Shieldbearers can't use melee weapons. This is a safety rule that prevents players from accidentally swinging a shield at someone.
  • Shields can't have sharp edges. Shields must have rounded edges that are unlikely to cut a player. Cracked or broken shields can't be used.

 

Some other pointers for using shields in wars:

  • Shields are the most fun when there's a lot of cover. In an open battlefield, the shields are the only cover on the battlefield and the game grinds to a halt.
  • Shields are best when the teams are large. I wouldn't allow shields unless there are at least six players on each team.
  • Shields force a change in the metagame. One shieldbearer can shut down an entire team of long-range single-shot blasters.