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Works for me, but why change the rules?
In Reply to: just tank on tank battles? posted by Tack on July 14, 2003 at 12:40:04:
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Posted by: Bill "Capt Bill" Tison on July 16, 2003 at 08:34:53
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Cranking up the velocity forces the spectators to take cover while running the risk of hurting someone inside a tank designed for 220fps paintballs and nerfs. Most of our battles have been ambushes or close range attacks giving everyone an up close and personal viewpoint of tank warfare. Back two tanks off to 100 yards and let them crank the velocity won't make for a more interesting game. It will only be more realistic to today's real tank warfare, if a gunner can get a nerf to hit a tank at 100+ yards. I'd much rather see the whites of their eyes as we pull the trigger! Mortors would be an really neat addition to the game. Not sure how some tanks would fair with a tippmann grenade falling out of the sky on top of them. But the concept of having to constantly be on the move to keep from being mortored while attacking another tank is most interesting! If I were a mortor team, I wouldn't be cranking up the velocity much, if any. I'd prefer to keep the rounds as low as possible for more accuracy, less crosswind effect. So my velocity would only be adjusted to accomodate the longest range necessary to reach the target at my minimum deflection. Heh, the more obstacles, the better! Dead ends, blind alleys, real cover. Now the cat and mouse games really shine! But, I'd love to go head to head with several other tanks at once and see what develops. Bill |
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