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"Basic Load" and "When NOT to shoot..."

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    "Basic Load" and "When NOT to shoot..."

    These are 2 articles I submitted to the old SpecOps website that they accepted and posted. Perhaps they can help someone here. The articles are more for scenario players, but maybe lots of other players will like them too. Enjoy !

    Attached Files

    #2
    I’ve been playing for a while and I still get an itchy finger when I have an open shot. Waiting for the opportune moment is definitely a skill.
    Feedback!
    https://www.mcarterbrown.com/forum/b...ker04-feedback

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      #3
      Can you copy/past the text? I'd like to read these but they won't download

      Sent from my Moto Z (2) using Tapatalk

      I use Tapatalk which does NOT display comments. If you want me to see it, make it a post not a comment.

      Feedback
      https://www.mcarterbrown.com/forum/b...323-s-feedback

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        #4
        Originally posted by autococker04 View Post
        I’ve been playing for a while and I still get an itchy finger when I have an open shot. Waiting for the opportune moment is definitely a skill.
        I've learned it playing with the SSR ... It shoot FSR, but bolt action with a 6rd mag doesn't leave you a lot of extras ...
        When I do play semi, I feel like I'm shooting all over the place and other players are saying they thought my gun was dead 🤣

        TAG, the first article is great, thanks for sharing. Ill read the second in the am
        Love my brass ... Love my SSR ... Hard choices ...

        XEMON's phantom double sided feed
        Keep your ATS going: Project rATS 2.0
        My Feedback

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        • Killerito

          Killerito

          commented
          Editing a comment
          Psh bolt action
          You need to play with the bow ad then thing about choosing shots hahaha.

        #5
        Those were informative articles, thanks for sharing!
        Rainmaker's feedback: https://www.mcarterbrown.com/forum/b...maker-feedback

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          #6
          I was playing pump on a capture the point game and was on the point and saw someone run quickly along my tape line and shoot toward where my teammates were, so I shot him out, then saw he had the same color arm band. Turned out he had doubled back by going the long way round since they had moved up. So not a bad article.

          I felt bad cause he was like 14 and asked if he was still in and I had to let him know that's how the game works. He rightfully gave me crap about it after the game though.

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            #7
            Don't underestimate children with a paintball gun. Life can come at you fast.

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              #8
              Originally posted by Arthur View Post
              Don't underestimate children with a paintball gun. Life can come at you fast.
              As a 45 year old injured guy i will give a resounding second on this statement. Lol

              Sent from my E6910 using Tapatalk

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                #9
                The one thing that someone told me a long time ago that made the biggest improvement in my game was,

                “shoot at what you know you can hit, not at what you think you can hit”

                Nice write up Tag.

                Comment


                  #10
                  Nice articles.

                  There's some stuff above for another article, TAG.

                  How and why you can get shot by your own side by traveling the wrong way (and how to get on the other side by walking backwards ). That kind of bleeds into making sweeps and staging for base security.

                  When to spray/risk paint to buy time.

                  ​​​​​​



                  Feedback

                  https://www.mcarterbrown.com/forum/b...der-s-feedback

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                    #11
                    Man I miss spec ops pb.....wish someone would revitalize it like Sandana, I’d be all about that hype train

                    Comment


                      #12
                      Originally posted by Trbo323 View Post
                      Can you copy/past the text? I'd like to read these but they won't download

                      Sent from my Moto Z (2) using Tapatalk
                      When NOT To Shoot





                      By TAG

                      XO, Black Watch Scenario Paintball Team







                      Sometimes, when in contact with OPFOR, a firefight can be too congested, and opportunities to learn about your opponent are lost. Anyone can trade paint in an automatic knee-jerk reaction, but sometimes it may be better for one or two players NOT to shoot – for a few moments. Possible benefits:
                      1. You can listen for where the OPFOR really is, because YOUR noise isn’t in the way.
                      1. It confuses the OPFOR, who is also listening to determine the number of shooters they have encountered.
                      1. It allows you to create a ‘2nd line’ of shooters by default, because you have shooters who have not fired yet/as much.
                      1. It allows you to set/establish a fallback line or a rally point with ‘fresh’ shooters.
                      1. It allows you to move people around by using their noise to hide your movements.
                      1. It can be used to ‘sucker punch’ an OPFOR into overextending past their effective fire support coverage.
                      1. It allows you to keep pressure on the OPFOR by staggering re-load moments., which can present the illusion of a steady onslaught of suppressive/cover fire.




                      A good commander/squad leader should learn when to employ this tactic. Also, only 1 or 2 out of his group should be allowed to utilize its advantages, so as not to compromise the entire unit. The 1 or 2 people selected should be senior/more experienced players a commander can trust for their playing ability and judgement as well as their knowledge of their team.




                      This is also a very good skill for single or 2-player teams, such as scouts and/or sniper teams. Knowing shoot/no-shoot tactics can give your side a definite edge. For instance:
                      • A scout that is concealed may have some sweet shots that would be cold kills, but breaking cover and firing would sacrifice a better ambush by the rest of the unit. It also allows the scout to stay in position for the reinforcements that are about to be called.
                      • A concealed player that has not been ‘noticed’ can cover a movement shift or fallback to rally point.
                      • Noise camouflage IS a legitimate tactic. Deprive the OPFOR of one method of accurate assessment, and you can increase their chances of making mistakes.
                      • If the OPFOR loses track of a shooter, it can allow them time or space to get into a better position.
                      • BY staying covered and quiet (not firing), a shooter may be passed completely by the OPFOR. That allows for a back-door ambush or could set up a deep-insert penetration.




                      As with any tactics used on the field, practice is a MUST. Additionally, this is a tactic best used by larger (squad/platoon) or more experienced players. This tactic presupposes a solid working knowledge of your team’s usual tactics, personnel, and procedures.




                      However, when employed properly from time to time, it allows a commander in contact with OPFOR to shift the tempo and focus of a firefight away from the enemy, which interferes with their goals and strategy. It also slows the OPFOR down and makes them clear ground more thoroughly, which may tie them up for longer than they were hoping to be. It may also require more shooters that could be somewhere else.




                      Remember – people have 5 senses. Overloading or jumbling the input/perception of the OPFOR can create confusion, false calls, bad decisions, and opportunities for you and your side/team/unit to engage and eliminate more decisively.






                      ----------------------------------------------------------------------------------





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                        #13
                        Basic Load: What’s the big deal?




                        By TAG

                        XO, Black Watch Scenario Paintball Team




                        Knowing your BASIC LOAD is a very important part of planning for a game. It also helps when organizing teams and squads.




                        Simply put, a BASIC LOAD can be defined as the amount of ammunition you can effectively carry or shoot until you must disengage completely to reload.




                        There are 2 factors in calculating your basic load. The first factor is the number of paintballs you can carry. The second factor is the number of shots your air/CO2 source will shoot. Ideally, try to shoot for a balanced paint-to-air load, but also try to aim for a higher air basic load that will allow you to fire 100-200 more rounds than you carry. Paint can be borrowed on the field. Air can’t. This helps in a tight situation to keep shooters in the fight longer.




                        For example, My current harness allows me to carry 4 160-round pods. Add that to my A5 hopper (200), and my basic ammo load is 840 rounds. If I add my 3x100 leg rig, that takes my ammo count to 1140. My current air source is a 114/3000 air tank, which allows me to shoot approximately 1250 rounds. That is important to know, because that means I can borrow 1 pod in an emergency to extend my fight time if I can’t readily go reload. So, figure I’m good for 1250, even though I usually only carry 840.




                        Knowing your basic load also allows better team formation and mission/position/role assignment. A shooter with a basic load like mine of only 840 rounds is probably NOT going to be your heavy gunner. However, because they are lightly loaded, their mobility can increase – natural scout/recon/point candidates. But they must be balanced out with a shooter that has a higher basic load for protection. Now we have the makings of a hunter-killer team, or a basic fire team element.




                        Some places where a working knowledge of basic load is an advantage:
                        • Planning mission types: Lighter basic loads = speed missions (scout/demo/sniper/flanker). Heavier basic loads = firefight missions (assault/patrol/defend/ambush)
                        • Planning unit composition: This knowledge makes sure you can keep everybody balanced and protected by the proper battle buddies.
                        • ‘Borrowing” troops: Being able to tell someone your basic load enable cooperating units to integrate more easily during joint operations or missions.
                        • Role/Position selection: Sending a shooter out with an inappropriate basic load rating for the job at hand is doing that shooter a disservice. It can lead to blown plays/mission/games, which can discourage and frustrate the shooter. Over the long term, it can build a lack of confidence in the shooter’s leader if they are constantly being thrown into situations for which they are obviously under-equipped or under-prepared.
                        • Building good leadership: A unit leader that can keep a working recall of their shooters’ basic loads can increase their unit’s power and combat effectiveness because they know what types of fights and missions they can commit to with high chances of success and low risk of their people being eliminated.







                        As you can see, basic load is a good thing to know. It can help you plan, choose, and commit smarter, which can help you be more successful out there on the field. It helps you plan partnerships, missions, and tactics.





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