Tuesday, February 28, 2012

Nerf this Spring!!!

I am getting a lot of interest from people who want to start playing nerf in the spring.  For those of you that are interested I have a few deals I will be running to help cover start up costs.  I'm looking at a minimum of eight players right now.  This means I need to come up with enough blasters and darts for each player.

For those of you who are willing to put down a ten dollar deposit you will get the following:
  • 100 darts
  • Free first week rental (also choice of rental based on order I receive deposits)
  • Modification of ANY blaster for cost of materials
To give you idea of how good this offer is, it costs me about seven cents per dart at the moment.  It takes me about 40 or so minutes to make 100 darts and test all of them for quality control.  I plan on selling darts in packs of 100 for ten bucks.  The rental blasters cost me about ten or so bucks to fully mod, and I will be charging somewhere around three dollars to cover maintenance and repair on the rental blasters.  Also any money made off the rental blasters, will be put towards getting better rental blasters for the future.  As for the modification, I would suggest saving that for something really hard to do. 

Some of you have been asking about what types of games I am planning on playing, so I have a small write up on a few of those as well.  (keep in mind rules are subject to change as needed)

Capture the Flag

Capture the flag will be played in five minute rounds. 
If one team manages to capture the other team's flag three times in less than five minutes, this will end the round.

At the end of five minutes if the teams are tied there will be a two minute sudden death overtime.
If overtime ends in a draw the team that scored last will win.
If neither team manages to capture the flag by the end of regulation and overtime the match will be a draw.

Capture the flag will be played with respawns.  After getting tagged the player must walk back to the designated respawn zone and wait ten seconds before getting back into the game.

Carrying the flag:

If a player carrying a flag is tag they must immediately drop the flag.
Once a flag as been dropped either team can pick it up.  This will allow a team to reset their flag.
When resetting your teams flag you must immediately take it to the flag spot.  No picking up your teams flag and running around stalling.
Players may hand the flag off to team mates, but you will not be allowed to throw the flag.
Apon one team capturing the flag, the match will stop and the teams will reset and continue play.


Center Flag

Center flag will be played in the same manner that capture the flag is played except with one flag instead of two.  The flag will be placed in the center of the course.

Gold Rush

Gold rush will be played in three rounds.  The team that captures the most bags at the end of three rounds will be a the winner.

If the teams are tied at the end of three rounds, a fourth overtime round will be played.
There will be five bags placed around the course.

After a player picks up a bag they can either hold on to it or capture it. 
There will be no respawns in Gold Rush.

Once a player gets tag they must drop all bags they have, and get out of bounds.

The last player standing will be allowed to run around and collect all remaining bags for his or her team.

Assault

Assault will be played in five minute rounds.

The goal of Assualt will be to knock over the other team's markers, while defending your own.
Four markers will be placed on each teams side.  Markers must be knocked over with a dart.
Once all four markers are knocked over the game is over.

Assault will be played with ten second respawns just like capture the flag.

At the end of five minutes if both teams are tied there will be a two min overtime with two markers per team.  Each team will be able to decide which two of the four original markers they want for their team.

Overtime will last the full two mins or a team losses all its markers.


So thats about all I got for now, so once again for those who are interested or know someone that might be interested in playing, you can get in contact with me here, email (kidnicky@bellsouth.net or stalkervenom@gmail.com), facebook, etc.

Wednesday, February 15, 2012

Halo Project Update


So do to the weather and just being busy in general, I really haven't had a chance to work on my halo suit.  I did manage to get some progress on a few of my weapons. 

I'll start off with the most exciting of the weapons first my Halo 3 Battle Rifle.  Much thanks to my sister I have finally managed to get a Nerf Longshot, they stopped selling these a few years ago, and the only real way to get them is on eBay.  I plan on fully modding the blaster and going to use parts of the front gun to pull off the look of the battle rifle.




The next one is my assault rifle, this one is going to take alot if time to get just right.  I plan on using a Nerf Rayven for the base of the gun and going to make the front part of it with pepakura.  Also planning on integrating a full ammo counter and make a speaker for like clip reload noises etc.  The assault rifle will also have mag light mounted in the front just like it does in the game.  Not sure what all electronics will be added into this gun before it's all said and done, but it should be very impressive.



The last halo blaster i have planned is the Spiker.  This is a relatively easy to do.  The base is going to be a Nerf Maverick and the blades will be made with pepakura.  Most of this project will focus on the paint and cosmetics.  The performance of mavericks are very lacking compared to other Nerf mods, but it is one of the cooler looking blasters.  The maverick will have all the standard mods (including the Russian roulette mod), and maybe even a spring upgrade.


Well that's about it for this post, hopefully i can get around to doing an armor update later this week.
For those of you who are interested in playing Nerf please get contact with me again, I think I have enough people interested in playing to be able to get games going.  I am going to start collecting deposits to cover start up costs, this will also give me s good headcount.  You can either contact me here or through email at kidnicky@bellsouth.net or stalkervenom@gmail.com, or on Facebook.

Saturday, February 4, 2012

Nerf Reactor H.A.M.P Conversion

So I have had pretty decent luck at goodwill and other thrift stores over the past few weeks. I have found a lot of pistols and smaller blasters, an almost brand new Alpha Trooper, and even a Bumblebee helmet. This brings me to this weeks project, Atom Blaster Reactor
.
I came across four of these over the past few weeks, and I really couldn't decide what I wanted to do with them. I could use them as an integration on a blaster, kind of like a noob tube, but after talking to some people I decided that wasn't very practical. The Atom Blaster Reactor doesn't get good enough ranges launching the Nerf Ballistic Balls to justify trying to find some or even carry them around. So what else could I do?
 

One word HAMP, well what is a hamp? A hamp is a high airflow manual plunger, its basically similar to a slam fire blaster except is has no trigger. Every time you pump the blaster it shoots a dart, or several darts depending on your set up. The great thing about hamps are they work well with both hopper and rscb clips. The rate of fire and distance you can achieve with a hamp is pretty incredible.

Parts:
  • 1/2" Cpvc pipe
  • 1/2" PVC pipe
  • 1/2" PVC Wye (or parts to make a homemade wye)
  • 1" Coupler
  • 1" to 1/2" bushing
  • Epoxy Putty
  • Nerf Atom Blaster Reactor
First step is to pull the orange piece out of the barrel of the blaster, this can easily be yanked out with a pair of needle nose pliers.  We will not be using that orange piece or the spring that will fall out after you remove it.

After removing the orange piece and the spring, you can disassemble the back end of the blaster, this is where your plunger tube is located.  For my mod I ran a piece of Cpvc from the plunger tube to the front of the barrel.  (sorry for the lack of pictures explaining how I did this part)

To accomplish this you must drill a hole where the orange piece is on the back of the orange barrel, I used a 5/8 spade bit to make this hole big enough for 1/2" Cpvc.  To stabilize the front of the barrel I used the 1' coupler and 1" to 1/2" bushing and a piece of PVC pipe.  The PVC pipe also allows for your wye (that will be used on the hopper clip) to attach.  The coupler and the barrel (depending on what sch pvc you use) will need to have tape wrapped around them to hold them in place.


Once you get everything fitting in properly apply a decide amount of epoxy putty to hold it in place.  I put putty on both ends of the blaster where the Cpvc is to stabilize it.

At this point all you should have to do is make a barrel and decide how big of a clip you want to use.  Ive been using a foot long barrel (just because I had one already made), and a 9 dart clip.


Summary:
I can't say much about this blaster in its stock form (I do not have any Nerf Ballistic Balls), but from what I hear it launches the balls about 15-25 feet.  Ballistic Balls are probably one of the more fun types of ammo, because you can bounce them off walls and stuff, and lets be honest whats better then hitting your friend in the head with a big green foam ball?  But for practical use, carrying around of bunch of Ballistic Balls takes up a lot of space (they are about golf ball size).


As for the performance of the blaster after modification, I must same I am pretty impressed.  I get anywhere from 50-75 feet ranges depending on how fast I pump it, and can shoot off the nine dart clip in less than two seconds.  This blaster would make a great rushing blaster, what it lacks in range it more than makes up for in rate of fire.