Another session at District 23 last night.
A great night by all accounts. Around 15 or so players all of who were friendly and chatty asking about guns/gear etc. Marshalls were good but briefing could have been a bit more clear on some rules and some were missed out but no real issues at all. This was also the first time i'd got to field my project gun since 'finishing' the build.
The first game was just a warmup of Team Deathmatch on the ground floor only. The level of play was great and all players involved were fantastic. The project gun was unbelievable. This thing had RANGE and accuracy i've not seen out of any of my other guns. I could shoot 0.25G tracers the length of the field and they'd only start to dip towards the absolute maximum. Deadly accurate too. During the first game I managed to consistently snipe people off a corner that looked onto 'main street' when they were barely peeking it, but the fun didn't last, the gun developed an interesting issue during the 2nd and 3rd game which i'll detail at the end of the post.
Towards the end of the night some people left leaving 8 of us. With an hour left the marshalls decided we're playing 'main street madness' which is essentially one long corridor in the middle of the arena and you must touch the opposing teams wall to win. If you get hit, you take a knee and can be tagged in whenever by a teammate. If you all die, gameover. Format was BO3 and my team won two rounds in a row and with my project gun malfunctioning, I had to rely on my Shadow 2. A particular highlight was being on the opposite side of a piece of cover to an enemy, I moved out, double tapped him, then his buddy who jumped up to get a trade. I quickly flanked a large box piece of cover to shoot another enemy only to get killed by the 2nd guy who had been tagged back in. A teammate quickly traded the kill and won the 2nd and last round for us.
The last game of the night was with the main lights off and only the UV lamps left on. The game was called 'Michael' which was essentially one of the marshalls in a bright orange boiler suit who moved around the arena attempting to melle kill you who gets progressively faster as the game goes on. At one point the marshall launcher himself over some waist high cover to land a hit on another player. How he didn't break something i've no idea causing he was zooming around the place like crazy. The dark was interesting as it made weapon lights useful but a huge giveaway for Michael to find you.
Only niggle of the night was inconsistency of marshall rules across visits. When I played there two weeks ago, marshalls said multibangs are okay and even have a message from the site on Facebook confirming it. However, last night one marshall (without it being mentioned in the briefing) decided that multibangs are a no-go. Speaking to the marshalls on the field at the time, they say it's only this one guy who has a real issue with them and noone else can understand why he doesn't like them being used as there's no difference to throwing multiple single-bang pyro but it's his rules so that's how it is. Annoyingly, I couldn't use these pyro but couldn't stock up on any others as they were completely out of MK5s and EG67s... Also i'm pretty sure the marshall who doesn't want them used was also playing two weeks ago when I was using them and they said nothing then.
Project gun woes; After the first game, the gun started doing something strange. Every 3rd or 4th shot it would skew a BB to the right and high massively as if it was applying loads of hop randomly then it would be fine for a few shots then do it again. Needless to say this was annoying. I took the gun back to the safe zone and stripped it down. I checked the outer barrel and it appears straight, checked the inner barrel and it appears straight. Checked the hop wasn't sticking. I unscrewed the suppressor/tracer unit to find that there's a load of white shavings (not shards or chips (see pics)) on the spring that tensions the tracer unit inside the suppressor sleve but no visible damage. I cleaned it off and reassembled the tracer unit and the gun and went back to playing. The gun lasted another round before it began doing the same thing again.
I suspect the BBs are just nicking the end of the suppressor as they leave. Looking at the end-cap of the unit, it's got plenty of white residue on one side of it, this is likely where the BBs are striking it and skewing off. It just doesn't make sense why it's doing it after running perfectly for one game. I could just return it to Amazon for a refund and then get a tracer that has no empty space. Never had this issue with my B&T tracer which was a full length deal. I suspect that the empty space is allowing the BBs to rise/move ever so slightly before the reach the end of the suppressor sleeve causing them to skew off when they just catch it ever so slightly. Inner barrel is clear/clean as is the hop unit so the cause isn't further back and i've used these same BBs in my MP5 and they were perfect.
Tracer unit is an Acetech AT2000 with the predator S suppressor sleeve.