Battle Question

General questions and discussions on water warfare regarding tactics and strategies.
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Soakerdude
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Post by Soakerdude » Sun Apr 16, 2006 11:03 pm

In a battle with maybe 10 people should i use a flash flood or cps 4100 to fight. These people have light guns like helix :bmhelix: :bmhelix: and liquidator :cooll: :cooll: .so far im sticking with the flash flood because its light and these people are fast ( hard to carry 4100 because im only 13)Any thoughts? :soakon:

DX
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Post by DX » Mon Apr 17, 2006 5:08 pm

What is your own running ability? If you can, you should really stick with the CPS 4100, I don't know why one would choose an FF over that. A 4100 is pretty darn light, even for a younger guy, and blows out any 2004 gun. If you drilled out the 4100 fan blast, you could have a 20-30x stream as well, more than double the output of the FF riot blast.
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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Hannibal
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Post by Hannibal » Mon Apr 17, 2006 5:18 pm

If you're 13, it should be easy to carry a 4100, and run with it. You should have no problem. So go with the 4100. If you know how to, you could even add a strap to your Flash Flood, like Spinner said, and carry the Flash Flood as a sidearm.

In fact, I myself would be curious to know how to add a strap to a Flash Flood.
EV Nova - Space action/RPG, for Windows and Mac!
http://www.ambrosiasw.com/games/evn/

"Look! a CPS 2000 10th anniversary edition! I'll buy two, one to keep, and one to use!"
*Takes them home, opens one, fills it, and pumps it up.*

"snap!"

"Oops, I guess it had a Max-D trigger."

Soakerdude
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Post by Soakerdude » Mon Apr 17, 2006 6:03 pm

k thanks ill stick to the 4100. Except i will probably be outrun by helix and liquidator users. Also if i were to play water ball would the 4100 be a good choice (see games for waterball)?

m15399
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Post by m15399 » Mon Apr 17, 2006 6:04 pm

Hannibal:
http://www.geocities.com/m15399/straps.html




Edited By m15399 on 1145315122

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Hannibal
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Post by Hannibal » Mon Apr 17, 2006 6:42 pm

That link doesn't work, nor does your other one in the repair topic. You post a bad link? ???
EV Nova - Space action/RPG, for Windows and Mac!
http://www.ambrosiasw.com/games/evn/

"Look! a CPS 2000 10th anniversary edition! I'll buy two, one to keep, and one to use!"
*Takes them home, opens one, fills it, and pumps it up.*

"snap!"

"Oops, I guess it had a Max-D trigger."

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Dr. D
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Post by Dr. D » Tue Apr 18, 2006 7:04 am

Hannibal wrote:That link doesn't work, nor does your other one in the repair topic. You post a bad link? ???
It works for me. Perhaps he updated it after you posted? :oo:

Thank's for the link, m15399. One of my CPS 2100 friends uses the string method I believe. I'll have to do it to my Flash Flood.... :flashflood:
n00b friend: "Nice SP 270!"
Me: "Uhh, it's
XP."
n00b friend: "Oh yeah! Nice SP 270 XP!"

Current Official USF Armory: Monster X, CPS 4100, CPS 2500 (shotgun), CPS 2100 (x3), CPS 1500, CPS 1200 (x3), CPS 1000, MI Flash Flood (x3) STE Flash Flood (x2) WW Orca

DX
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Post by DX » Tue Apr 18, 2006 12:15 pm

k thanks ill stick to the 4100. Except i will probably be outrun by helix and liquidator users. Also if i were to play water ball would the 4100 be a good choice (see games for waterball)?


Don't give into their strong points! Eliminate your disadvantage! So, they are faster than you. Well, then take positions where range and firepower will prevail over user speed. Defensive positions such as behind large walls, in bushes, any area where you can have your back to something. Better yet, cut and run when attacked, then dive behind some cover and ambush them when they run by. If you want to win, then you better take the initiative and don't let your enemies take control of the tempo of the battle. With the stronger gun, you will start off with the initiative. So you should slow down the tempo of the battle which will negate advantages in running speed. Ambushing, defending, etc. will do just that.

There is so much more to water wars than just guns, people, and tactics. Wars are a flow of momentum, events, and the changing initiative. The single most important thing in a water fight is not how many people you have, how far your gun shoots, or how much water it can dish out. The most important thing is the initiative, whoever controls that controls the battle and 9 times out of 10 will come out with the victory. :cool:




Edited By Duxburian on 1145380635
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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