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jcheeseright

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Everything posted by jcheeseright

  1. I used to play classic CS (started in beta 6.7, year 2000 summer holidays before I started uni) loads, played in quite a good team up to and including CS 1.6, had a few good results at various bigger tournaments back then (LANded LAN in Oxford, few of the early Insomnia series LANs). Then UT2003 arrived and I pretty much dropped CS entirely. Might get back into it one day, I used to be bloody good though so it'll be frustrating not being able to shoot anymore!
  2. if that's what the manual says... do it! It may be because they don't lube the magazines at all, or the loading ramp on the nozzle will wear if it's not lubed, or maybe just because it's CO2 it might need a bit of moisture in the hop-rubber to stop it from perishing.
  3. Apologies for the slower than anticipated response... busy weekend! Milsim in the UK is very much a sliding scale; you've got your 'milsim' on one end which is midcaps only, slightly longer games with a vague military scenario or back story... As far as I'm concerned these are sunday skirmishes without hi caps, not worth the bother. In the middle (it's a pretty big middle) you've got guys like ambush adventures and brit-tac airsoft who do games with uniform colour requirements rather than armbands, mid caps only, better venues (normally MoD training areas, copehill, longmoor etc) but that's pretty much where the difference between that and a skirmish ends, there'll still be lunchbreaks and they very rarely run for more than a day. As with the other one-dayers you're unlikely to be put into any kind of 'squad'. At the other extreme end of the scale you've got tier 1 and stirling, the games run non-stop from game on to game end, usually 24-36 hours sometimes longer. Sleeping, eating, reloading etc is all done in-game. Ammo limits / kit requirements are rather more stringently applied. Typically you'll be put in with a group of players (unless you go as a group) and you'll be expected to remain with them and move around/complete objectives etc as a unit, your unit will be given a callsign and a command radio to enable you to keep in contact with your team commander and vehicle assets/other units. These games are pretty much the antithesis of the sunday skirmish, last one I went to was at the Sandpit in kent, I fired at most 600 BBs all weekend, spent 2 hours on stag at midnight (sort of, we chinned off sitting in sangars waiting and did some patrols around the compound instead) then went straight into briefing for a hostage rescue op; boat insertion under NVG to the other side of the lake, hour or so of recce/target observation before we grabbed the hostage (which was actually a 16st rescue dummy, FML), carried him about a mile to our pre-arranged RV for the boat to pick us up and get back across the lake, got back just in time for sunrise. 3 hours sleep and the baddies started chucking grenades over the compound walls... it was a pretty relentless but extremely fun weekend. Obviously you can tell where my interests lie on the 'scale of milsim', I prefer a long, rolling scenario with realistic tasking and a difference between the two teams greater than the colour of their arm bands! If you do fancy coming over to the UK for a more 'serious' (the people that play are often far from serious!) milsim game give me a shout, if we (Cobalt) are going along to the game it'd be great to have you along
  4. Those numbers are based on hop-up settings to provide a straight and level trajectory for as far as possible. The amount of hop-up required is largely irrelevant as the maths is based on the muzzle energy rather than the energy output of the spring. A gun which only requires one click of hop-up to lift a .25g BB with a muzzle velocity of 350fps is functionally identical to a gun that requires 10 clicks of hop-up to lift a .25g bb with a muzzle velocity of 350fps. Only time the amount of hop needed would be relevant is if the experiments/models were done based on a gun which was chronod with hop-up off, a rule which I think when implemented is completely retarded!
  5. aren't the pockets the wrong way round though?? Strobe should be on the right and batteries on the left!
  6. Paintball tournament markers are restricted to 300fps... that's not much lower than airsoft. A standard paintball is somewhere in the region of 3g, about 12 times heavier than a standard .25g airsoft BB, and 15 times heavier than a .20. A BB doesn't carry anywhere near the same amount of force as a paintball, the only reason paintballs don't do serious damage is that they're designed to burst on impact and spread their energy, anyone who's played paintball for a while will tell you the ones that hurt the most are the ones that don't burst, and they DO HURT, a lot. I'd say they're different kinds of pain, I've been left with deep, large bruises from paintball which have taken a couple of weeks to heal but didn't really hurt *that* much at the time, whereas with airsoft I've never had a welt/bruise that's taken more than a few days to disappear.
  7. It's all in your head, the difference in time to target below 50' with a .20 and a .30 is very small fractions of a second:
  8. I'll get back to you on this one tonight, lots of good shit happens milsim wise over here!
  9. Fogtech wipes, best thing I've tried.
  10. Yep, I have the turbofan version that I use for CQB and they're excellent. Very comfortable :-)
  11. Only exception to that really is CQB where engagement distances are 30-40' and there's no wind. In that environment a .20 is largely similar to a .25 in performance but cheaper.
  12. Never use anything lighter than .25g, regardless of the FPS of your gun.
  13. 130m is still not 450' though, that and using .66g BBs doesn't really count. I could send a 5g steel BB a kilometre if I wanted to!
  14. I say again. Bullshit. No amount of tarting up or increasing power will enable you to send an airsoft BB 450'. The faster a BB goes the more wind resistance affects it, the only way to overcome that is to have heavier BBs. Whoever claims to have done it is talking shit.
  15. Regardless of the amount of tarting up 450' just can't be done with a 6mm bb that weighs less than 0.5g.
  16. Saying that though, lots of high speed SF types do run magnified optics on 10" guns, the Elcan Spectre DR is legit for the block 2 SOPMOD kit. They're bloody heavy mind!
  17. http://mackila.com/airsoft/atp/08-a-01.htm#H The theoretical maximum distance you could reasonably get based on that is 300', that's with a 3.35j gun (600 fps with a .20) and it requires a 6' holdover! In short, 450' is bullshit.
  18. Magnified optics on a CQBR?! Heresy.
  19. Looking sharp! Not a fan of the backup sights though.
  20. FYI surefire flashlights are 100% manufactured in the USA. One of the many reasons they're so bloody expensive!
  21. She's a beaut! Good choice on the EOTech 553 too, SOPMOD Block 2 legit :-)
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