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View Poll Results: Restrict trigger rates in a Mil-Sim League?
No 9 23.68%
Yes 29 76.32%
Voters: 38. You may not vote on this poll

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Old 10-31-2009, 12:08 PM   #11 (permalink)
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IF PAINT LIMITED: Shoot all the paint you want. Your funeral when you get lit up with no paint.

IF NOT LIMITED: No. Speed limits go into effect.
It kinda makes a difference if you shoot an SMG for 2 seconds versus some ramped gun at 30 seconds...
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Old 10-31-2009, 06:21 PM   #12 (permalink)
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OMG I played a scenario last week with just a Stock 99' Cocker. Is that allowed in milsim?????????????????????
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Old 11-12-2009, 12:25 AM   #13 (permalink)
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I agree with rate control. I would go for a three round burst and semi on all guns, and the heavy gunner with the option for full auto, much like real military fire team setups.
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Old 11-12-2009, 12:39 AM   #14 (permalink)
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I think there should be a limit, depending on what position your playing...

If your just a assault team, there should be 1 support in the group, and he/she should be allowed full auto, the rest single, 3 shot, or semi automatic, not full auto...
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Old 11-12-2009, 10:31 AM   #15 (permalink)
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After seeing some photos from a SPPL event... yes you need fire rate control.

1... you want it to be realistic.. the 50 round per hopper cap is nice, but should be dropped further to 30, except for the heavy gunner. 30 would be realistic... maybe allow a team to "buy" more capacity with points.... They take negative points have more hopper capacity. THey might get 300 points in a game and win, but they get knocked down points for the hopper capacity they bought.

2.... high BPS in the SWAT houses is just nuts. That close an engagement range does not need high BPS. That should be semi only and maybe 10-12 bps.

3. If you wanted it to be really realistic, you wouldn't allow e-guns on the field at all... all mech and pump or bolt action. Maybe allow an e-gun for your heavy gunner.

As it is.. I just see this as a different field format for speedball teams that are bored and are looking for a new flavor of the month.

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Old 11-12-2009, 11:29 AM   #16 (permalink)
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Originally Posted by greenmtnphantom View Post
Paint limits eliminate the need for BPS limits IMHO. If you aren't going to limit paint you should limit BPS
^ solid logic.. IMO, hopperball adds a lot to the balancing act between the various markers. likewise gravity only hoppers has a similar effect.
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Old 11-12-2009, 11:34 AM   #17 (permalink)
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I agree... but do you then limit what someone can carry on to the field.. or still allow the old 8+6's to walk on. Those were crazy!!!!

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Old 11-12-2009, 09:18 PM   #18 (permalink)
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It's probably too much to ask for a tournament, but I've met some mil-sim fans that wouldn't mind simulated rof and load outs. Like squad make-up by weapon, rof based upon particular firearms. M-4s used to be 800 rpm (iirc) or 13.3 bps. Someone needs a SAW though, around 1000 rpm. Practical limits on total ammo sounds good for mil-sim too.
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Old 12-03-2009, 01:26 AM   #19 (permalink)
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It kinda takes the skill and fun out of it. i mean honestly i rather take a snap shot and goggle a guy with one ball that to sit there and shoot 25bps until he pokes out. i mean seriously it kind of takes the skill out of it. That's what pump is all about. i assume that the guy who started this thread doesn't play pump. no offense.
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