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Comfort levels in CQB

A lighter BB will lose energy faster. A heavier BB will maintain energy for longer. So both leave the barrel at 1 joule, but the lighter BB might hit you at say 0.5j but the heavier one will have 0.8, let's say. (These aren't exact scientific figures, but just examples)
Hmm I see the science but at the CQB distances at my site I don't think it makes much difference. I've literally have my muzzle in a guys chest when we both tried to go around the same corner. Fun story he didn't take the hit which was me actually firing as we both had the drop on each other. 

 
I thought aiming for the buttocks /thigh inflicts more pain than chest or back? 


it's not that bad, depends on what the person's wearing, obviously if they're in a plate carrier chest is going to be more preferable.

had a mate get the drop on me last game day, his choices were between my face and the buttstock of my rifle, he took the latter option and i wasn't about to try and argue a gun hit didn't count.....

A lighter BB will lose energy faster. A heavier BB will maintain energy for longer. So both leave the barrel at 1 joule, but the lighter BB might hit you at say 0.5j but the heavier one will have 0.8j, let's say. (These aren't exact scientific figures, but just examples)


exactly, the key point though is it never has more energy than it starts with, so while at range heavier ammo will hit harder up close there's not much in it. of course if you're a dedicated cqb'er then heavier ammo is wasted effort given it's advantages lie in range work.

this is of course assuming the joules are staying constant, and they aren't pulling the old "it's .2's honest guvnor" or going for the ol' joule creep option.

 
I thought aiming for the buttocks /thigh inflicts more pain than chest or back? 

Lol, quite likely, shoot me in the arse from 10ft & I'll jump up & squeal like a bubby that's just had its first vaccination, but better that than a high burst that a player my instinctively duck in to & take a mouthful of bb's, which is more painful & sometimes expensive.

dont get me wrong, I expect to get hit in the mush sometimes, yep it hurts but I won't get the hump about if it's "legitimate", & by the same degree I have no problem targeting someone's head if that's all I can see.

 
The rules in place are up to the organisers/site owners.

There can be discussion had with players but that is to be beforehand and not in the middle of a game because Fred the regular didn’t like to be taken out by the rental kid. 
 

I run on two principles similar to the bang rule and decide whether to use them or not depending on the game format, environment and player type:

Surrender - an optional call between two players, I can shoot you but it’s close and I’m offering not to.  You then need to be ready to enforce your shot if they decline

Barrel tag / knife kill / touch - an enforced kill where you have sneaked up on someone and have made contact rather than shot them.  This is of value to the sneaky player to take advantage of getting up close without highlighting themselves with gunshots

I avoid minimum engagement distance style bang rules - provided the player level is appropriate.

Our guns in both airsoft and paintball are considered ‘safe’ at their barrel velocity.  Paintball has been exempt from the latest one joule changes due to frangibility of Paintball’s.  With their size and mass paintball would pretty much be destroyed with a 1 joule limit.

A minimum engagement limit bang rule is more suited to the once only / occasional recreational rental player.  This along with headshots and gun shots not counting is to retain players in the game and most importantly to assist with safety to make sure they are looking where they shoot.  Historically headshots were avoided due to unsuitable eye protection 

CQB by its nature includes shooting within what could the the minimum engagement limit of other environments.

Full auto isn’t ideal, however a fast trigger finger in semi can send down more balls then full auto mode 

Discipline should step in

I dislike full auto for safety implications - a moving finger puts the player in control.

A snagged trigger in semi fires one shot, a snagged trigger in full auto carries on firing 

 
Me, why shoot someone 4 times (or more) when one shot will do... 


... in an ideal world sure but alot of the time its not ideal. Its all very circumstantial but i shoot till i hear hit or see the hand. I think we've all shot someone, had them not feel it / take a while to process and shoot you back ending in a trade. So i tend to shoot more then once. Dont get me wrong - excessive overkill does happen. But assuming rules are followed we all need to suck it up a bit.

 
dont get me wrong, I expect to get hit in the mush sometimes, yep it hurts but I won't get the hump about if it's "legitimate", & by the same degree I have no problem targeting someone's head if that's all I can see.


exactly the same, my rule of thumb is i aim centre of mass of what i can see, and if all i can see if a face then that doesn't leave many options.

likewise, even if you're not playing, if you present a face and nowt else to someone you can't blame them for taking a pot shot.

even then accidents happen, the bb gods can be against you, i remember once pinging a fella on a snap reaction, aimed at his chest (well, i say aimed i mean in the general direction of), hit his rifle and it bounced right into his face.

... in an ideal world sure but alot of the time its not ideal. Its all very circumstantial but i shoot till i hear hit or see the hand. I think we've all shot someone, had them not feel it / take a while to process and shoot you back ending in a trade. So i tend to shoot more then once. Dont get me wrong - excessive overkill does happen. But assuming rules are followed we all need to suck it up a bit.


i follow something similar, depends on distance, if it's up close and personal i'll generally pop one or two shots especially when i know they've made their mark, but at distance it's a case of letting them decide how many rounds i need to send to get a hit.

 
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https://www.facebook.com/pg/strikeforceCQB/about

" SINGLE SHOT ONLY! No full auto at all! "


I don't use face book, but if that's what is stated then it's contradictory to the verbal briefing given in the morning. Strikeforce certainly used to be single shot only but fairly recently started allow burst.

I think if someone got the drop on you and surprised you from close quarters with a full auto burst in the chest you would also be surprised and think it was a little too much. 


That actually happens to me a lot. It's often surprising but I don't think it's a bit much.

Me, why shoot someone 4 times (or more) when one shot will do,


Well, I'm not that good a shot to guarantee a hit with a pistol at anything over 5m, especially when the ol' adrenaline is pumping and both I and the target are moving. And ONE shot doesn't always do, does it? 

As for the gentleman in my original post, I guess part of it was surprise. Though I doubt it hurt with the gear he was wearing.

 
but if that's what is stated


If?  Well, one of us can provide evidence for their claim.

Is there perhaps some contention over what they meant by "burst"?

In the context of real gnus, burst fire means a fixed number of shots, e.g. 3.  Colloquially, it can also mean a short burst of fully auto fire.

But it does need clarified or else we get into this sort of pedantic handbag fight.

Which I for one love from the comfort of a keyboard, but it's not so much fun on the day.

 
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I don't doubt you, didn't mean for it to seem like I did. Funnily enough after the first couple of games a marshal took the time to clarify what they mean by 'burst'; demonstrating with an AEG. Long burst (more than 5 shots or so) bad, short burst (3 or 4 shots) ok.

And believe me, I keep my bursts as small as possible because I don't use extended mags.

 
This is exactly why I don't go to strike farce anymore, as soon as they introduced the burst rule (to allow AEG users to keep up with HPA users. I shit you not) it became a joke.  Everyone there seems to think it's their god given right to put a 5 shot burst into everything they see and it's just shit.  

Full auto in CQB never really works that well, there's absolutely no need for it at all! 

 
(to allow AEG users to keep up with HPA users. I shit you not)


that is a bit ridiculous, firstly because you can get an aeg near hpa levels of response, and secondly because you'd be better off setting a rate of fire cap.

i know polarstars have a function that can limit the semi auto fire rate.

 
that is a bit ridiculous, firstly because you can get an aeg near hpa levels of response, and secondly because you'd be better off setting a rate of fire cap.

i know polarstars have a function that can limit the semi auto fire rate.


Exactly, rather than limit people with HPA guns to a reasonable rate of semi auto fire, they ruined it for everyone.  Since HPA guns can shoot auto too their advantage if anything has been magnified rather than reduced.  

 
I'm not exactly a great shot either but still use semi or single on a pistol.

 
On a different point, I've heard shotguns being complained about before too. Depending on the ammo weight, proximity, shotty type and how it's being fueled/upgraded. TM style gas shotty upgraded to fire x6 shot at 350fps on 0.2g hurts enough when they are close enough for all the bbs to be on target. Stick 0.3 or more that I have heard of people running it with. That's close to 2g of bbs hitting you in a concentrated area. Up that there's the aps not as powerful but takes a bigger load, even on 0.2 is a fair whack. Far worse impact than a short 3-4 rnd burst. 

 
Always double tap, always. ?
And one more for luck.. oh wait.

On a different point, I've heard shotguns being complained about before too. Depending on the ammo weight, proximity, shotty type and how it's being fueled/upgraded. TM style gas shotty upgraded to fire x6 shot at 350fps on 0.2g hurts enough when they are close enough for all the bbs to be on target. Stick 0.3 or more that I have heard of people running it with. That's close to 2g of bbs hitting you in a concentrated area. Up that there's the aps not as powerful but takes a bigger load, even on 0.2 is a fair whack. Far worse impact than a short 3-4 rnd burst. 


Funnily enough, I have a TM breacher that I used to use a lot.

 
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