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Phaeton 2

PostPosted: Tue Aug 11, 2009 9:14 pm


Introduction


Alright listen here! I'm making this guide to shed some light on the mysterious world of firearms. They're everywhere whether you see them or not. RPs get messy because people either view them as a source of godmodding and free player killing or think the only way to a fair fight is to ban them altogether.


Here's some basic myths to get cleared out of your thoughts first:

Myth: I can just grab a sniper rifle and gun down everybody before they can ever see me.

Fact: Actual snipers spend years of training in order to become seasoned sharpshooters. Much like the archers of yore, and the crossbowmen who followed them, it takes a careful steady hand in order to aim your rifle, steady the sights, and fire the shot.

Myth: I can just take a pair of handguns and let loose firing into enemies, friends, whatever, spraying them with bullets with stunning accuracy and efficiency.

Fact: Unless the gun is fully automatic (a rarity in handguns) there is going to be measurable time between each shot. With automatic weapons accuracy tends to go down, and even firing a handgun with just one hand is expecting to miss. Then there's ammunition. Handguns rarely exceed 25 rounds in a clip. The bigger the bullet, the smaller count per magazine. Reloading always takes time. You have to do it carefully and effectively to avoid jamming your gun.

Myth: I can move and shoot all over the place gracefully dodging and aiming all at once. (Yes, I've seen the MM Zero gif of Zero dodging and shooting down a bunch of enemies at once.)

Fact: Moving and shooting is not recommended. It can be done, but not accurately. See when you pull that trigger, your aim is susceptible to adjustments due to the flexing of tendons in your hands, the motion of your body and your breathing, and the fact that an explosion of the gunpowder in the bullet shell is going to jolt the gun in your hands (recoil). Pile all of that on with the impact on your body when you run or take a step and come to me with an explanation of how you can be so magically super accurate.

Myth: If I shoot a gasoline fuel tank, it will explode violently killing everybody near it.

Fact: Even if the fuel within the tank is ignited by the bullet, it won’t explode violently. If ignited by the gunshot, the fuel would burn quite rapidly and the leak would easily spread a fire in this manner, but the environment within the tank would lack the pressure to generate an explosion.

Basically, instead of getting your ideas from FPS games and movies try to go and read about how guns really work. Don't get me wrong, they're fun, but safety first. These are logical, complex machines with specific functions and effects.
PostPosted: Tue Aug 11, 2009 9:22 pm


Arguments


Bullet Curving: Get this crap out of my thread. Let me just make this clear right now. IT IS NOT POSSIBLE! Yes, we've all heard of the movie "Wanted" in which trained assassins adjusted their aim by slinging the gun when firing to curve the bullet. It is cheap movie theatrics much like everything Neo did in the Matrix.

Granted, some bullets travel more slowly than others. The slowest rounds travel at around 300 feet per second (not too far above the speed of a crossbow bolt), but speed isn't the trick here. Ballistic projectiles travel in the direction they are aimed by an application of force. The only way to adjust this is through gravity and wind. (Something Snipers have to keep in mind for those long range shots.)

Rifling is a neat little trick to increase accuracy by putting spin around the center axis of a bullet to allow it to fly faster and more on target by applying centrifugal force.

Curving a shot would only be possible with a round shot (like an air-soft pellet or paintball round) when incorporating a special barrel to create spin on a second axis and manipulate air resistance, however this doesn't utilize rifling which is designed to ensure a straighter shot. curving a shot in this manner would turn aiming into an exercise in guesswork. (Accuracy down)

Dual Wielding:
The dual wielding gunman is susceptible to certain problems when doing so.

Reloading- your hands are full. You can't reload and shoot at once without some great juggling skills or until both guns are empty. Using said juggling skills, you now have to find a way to get fresh magazines into each gun and c**k them without free hands.
Note: do NOT try c**k the gun with your mouth unless you like burning your lips. You've been setting off gunpowder in that thing and it has many metal components, it gets hot.
If you are dual wielding revolvers, now you have to stick 12 (on average) individual magnum rounds into two cylinders instead of just six into one. Don't drop them.

Aiming- The reason we usually fire a single handgun with both hands is to steady our aim thus increasing the accuracy of the shot. Without that steadying factor now we have to deal with not only aiming in two different directions but attempting to remain steady firing with both weapons. This is particularly difficult.

Ammunition - Naturally, you will have to bring double the Magazines, or double the loose magnum bullets or shotgun shells. You're gonna need a bigger backpack, and a bigger budget.

Gun Kata: “The Gun Kata treats the gun as a total weapon. Each fluid position representing a maximum kill zone inflicting maximum damage on the maximum number of opponents, while keeping the defender clear of the statistically traditional trajectories of return fire.” – Some guy in the movie Equilibrium.

In a nutshell it’s an imaginary martial art including the use of guns. Don’t get me wrong, it’s difficult to miss targets at close range like that, but that goes for all parties, and the first few fights in that film assume that the attackers are aiming for the head with perfect accuracy and precision even with automatic weapons which is impossible during autofire. It looks like most of the mobs in that film started firing AFTER Christian Bale's character did so their accuracy wouldn’t have mattered when they’re eating bullets for lunch anyway. Otherwise, that fancy white coat would have been blood red and full of holes. When you have multiple shooters from different angles, the spaces you would have to fit your body into get pretty small. All that shifting would have to be instantaneous.

Any military, law enforcement, and even those crazy guys at the gun range (LOOK AT THE HUMAN TARGET SHEETS THEY USE!) will tell you that the target is CENTER OF MASS. You don’t aim specifically for the head because it’s a fairly small target and difficult to aim for in heavy combat situations. Instead, you aim for the upper body. Plenty of vital organs in there that can constitute a one shot kill. That’s a different matter. For that last fight, I wonder why someone didn’t just kick the other guy and step back before firing. Or at least aim anywhere instead of going for a headshot. A headshot isn’t necessary at close range and the torso in general is an easy target. Well the reason this didn’t happen is because it’s meant for entertainment. If Christian bale’s character just walked in spraying bullets it would have saved us some time and cut down on entertainment.

There is a real game of Gun Kata called Gun Sau. It mimics the last fight in Equilibrium in an amateur hand to hand gun game.

There is no substitute for good cover in a gun fight. It’s your friend in the paintball battlefields. This is why even video games with guns as a focus are loaded with things to take cover on, and fairly new games like Gears of War and Army of Two allow a system to take cover and blind fire from cover.

For more information see Gun Fu.

Speed, Power, and accuracy: Something to take into account when using your piece. It's not some magical, "I can hold down the trigger and bullets kill the enemy." weapon. Part of what makes a gun quick is its design. More often than not, guns that fire heavier or higher velocity rounds tend to have greater recoil. This will reduce their speed for careful aim, and lower auto firing rates on automatics. Luckily, automatics don't have a massive variety of round types. Mostly just what was designed for that particular auto rifle or SMG.

On the note of speed, a common misconception about old school arrow projectiles is that they're infinitely dodgeable while bullets are not. Considering the speed on both, yes bullets on average travel faster and are more difficult to see but neither is effectively avoidable by sense and human or even animal reflex. Crossbow bolts at the velocity they travel are capable of puncturing a steel chestplate just like bullets can puncture Kevlar. Long story short, taking out a more complex projectile weapon for a less complex projectile weapon doesn't eliminate the danger of projectiles.

Trick Shots and Ricochet: ...are unreliable at best in live combat. Since muzzle velocity and bullet weight differs from bullet to bullet and from gun to gun, one would have to have been using the same type of gun and ammunition for decades to get even a small grasp on how a bullet will reflect off certain surfaces. Even with hard metal surfaces you're more likely to have the bullet just embed itself in the object. Reflecting one bullet off of another is nigh impossible. Even if they do connect, chances are each bullet is going to become deformed from the collision and spiral wildly off in some random direction.

Trick Reloading: For anyone who’s watched Grenadier: the Smiling Senshi, played Gears of War, (These are very small examples, this sort of thing is actually all over the place across games and anime.) don’t try fancy showmanship when reloading. Reloading any gun is actually a deceptively complex operation. You can’t just toss up some revolver rounds and expect them to fall comfortably into the cylinder and be ready to fire in an instant. It requires specific directional force to get a fresh magazine into your gun and to make sure it CLICKs into place, and with most guns you still have to draw back the slide to remove the last empty casing and ready a fresh bullet. First of all, you shouldn’t be showing off like this in the first place, you’ll get SHOT! Really any kind of showboating will get you shot. Now that you aren’t trying to impress anyone with reloading, do it out of sight and carefully. Haste makes waste.

Bringing a knife to a gunfight: Okay, I'm not going to lie to you. Fancy swords, polearms, melee weapons in general just won't cut it against an enemy who carries a FN P90. He's got portability, power, speed, and accuracy without having to move. The same thing can be said of any ballistic missile or magic spell. Range > Melee. It's just that simple.

All of this out of the way, the reason video and tabletop games are tuned the way they are, is to give the close combatants the chance they otherwise wouldn't have. However to be blunt, don't come in here and tell me that it takes more skill to use a sword effectively versus using a gun effectively. The proof that skill and knowledge is necessary for gun use is the whole point of this guide. On the matter of melee combatants, another reason for this guide is to add the point of "Why ostracize guns?" Dungeons and Dragons 3.5 has several instant death spells, some of which can be done from a distance, and one that the caster can leave behind as a trap. Some supplemental 3.5 rules contain spells that are not only instant death but make the target character un-ressurectable. Arrows are no easier to dodge than bullets in live combat at any range. So why turn a blind eye to ranged attacks in general just to complain about guns and explosives? You should be complaining about the guy who's dropping bolts of lightning on you more than the guy who's just firing a P2K blindly into the air.

Strong Sword, Weak Gun: A popular way to emphasize the power and efficiency of that fancy b*****d sword or that sleek katana is by having the wielder run around deflecting bullets with it or step out of the shadows and cut a gun in half to disarm an opponent. Cutting guns is another cheap theatrical trick to emphasize sharpness in a melee weapon. Steel doesn't cut through steel very well. If you don't believe me, take a butcher knife and try to slice through the large tongs in one cut. Production guns aren't cheap and aren't made from flimsy materials. If anything, a good heavy blunt weapon would be a better choice for both deflecting bullets and disabling firearms, but I digress, and bludgeons aren't very popular anyway.

The stronger the kick, the stronger the gun: This is actually incorrect. The effect of recoil is actually determined by a few factors. We already know that the discharge of casing powder sends the bullet out of the gun but also pushes back on the gun, well the gun obviously has its own weight. The point of propelling the bullet so quickly is to kill. The kick of the gun is actually more about how much power that charge is worth vs how heavy the gun is. Take the Pfeifer Zeliska .600 Nitro Express revolver, it is basically an elephant gun revolver, but the sort of discharge a .600 Nitro Express round creates shouldn't kick around a gun like this, it's about 13 pounds while empty. Your wrists will probably hate you, but not enough that you'll be kissing the hammer every time you fire. Again, this is the sort of gun you'd use to kill an elephant though. The real kicker is the hole it'll put in your bank account. It's a good $40 per bullet. Most of your firing kick in guns would actually come from those compact pocket guns that are no bigger than your hand but fire 9mm parabellum rounds. A lightweight compensator less gun is a bigger recoil hazard than a large weighted firearm. The situation there is just your inability to actually conceal the higher caliber magnums without looking suspicious.

What makes a gun stronger is stopping power, can it put bullets into a person's torso and keep them there (hollow points rounds are great for this). Ironically this calls for lower power and heavier grit rounds in unarmored targets.

Super Sawed-off Shotgun: The belief that a shotgun is stronger when the barrels and stock are sawed off (hence the name) than an unmodified shotgun of the same design. We’ve seen it in videogames, we’ve seen it in movies, but in the end this is false.

As covered later in this guide, shorter barrels can only reduce muzzle velocity. Very short shotgun barrels can increase spread pattern when using buckshot or birdshot shells and increase portability of the shotgun. Note that if you elect to load it with slugs you will see no benefit beyond portability. Modifying the weapon like this will reduce the efficiency of the weapon at longer ranges or even mid ranges (as wider spread makes it less likely for a large number of shot pellets to connect with the target) and increase recoil (especially since if the shotgun has a fixed stock, that often gets chopped off too making it even harder to keep steady.) Naturally, the buckshot or birdshot you use will be exposed to the energy of the discharged powder for a shorter amount of time. This may appear stronger, but only within shorter ranges where the shotgun was already very lethal to begin with.

On top of that, firing both barrels at once is only a good way to ruin your gun, your hands, arms, and chest.

The reasoning for shortening the barrel(s) is portability. In countries where a complete handgun might be more expensive, a sawed off shotgun might be almost as easy to conceal and somewhat cheaper.
The reason this is illegal is not due to power, but primarily because many countries with gun laws prohibit longarms that are unofficially modified to a certain point. If a longarm of any kind is cut down below certain barrel lengths and total lengths minimum, they become illegal weapons. In all likelihood you’d be breaking the law for something in which a handgun would serve a better and legal purpose.

Phaeton 2


Phaeton 2

PostPosted: Tue Aug 11, 2009 9:32 pm


Gun Types


Pistols & Revolvers:
Now some people love to play action hero and utilize these as their primary weapon. In a world of modern combat, taking only sidearms is a poor choice in live combat. (especially dual wielding them.)
*Okay, I've done this in Counterstrike: Source. I usually kill someone and take their primary gun or borrow one from a dead teammate.(They don't need it anymore...) but again this is FPS land.*
Modern pistols utilize magazines which are loaded with bullets before hand, then once loaded into the handle they an injection system to load a bullet into the chamber and ready it to fire. Revolvers instead use a system to rotate the cylinder to ready a bullet for firing. These guns tend to have shorter accuracy ranges and are best utilized in close to mid range combat.

Shotguns:
For urban warfare and crowd control, also handy for game hunting. Normally a shotgun is designed to be fired from the shoulder to fire shot or a slug. These weapons are most effective at close range. Attempting to aim individual shot pellets is useless, and their collective effectiveness decreases as they spread out. Loading shotguns generally requires one to insert each individual shell into either a pump/lever mechanism for temporary storage, or into the chamber directly in a break action shotgun.

Sub-Machine Guns:
Also useful for urban warfare. Sub-machine guns utilize burst fire or full automatic fire to put a number of bullets into a target, preferably for a killing shot. They are most effective at close to mid range. long range targeting and single fire is possible but there are better choices for attempting to do so. Loading SMGs is very similar to loading pistols by plugging a magazine into a slot in the weapon. Unlike pistols, this usually isn't inside the handle.

Civilian Rifles:
As per following certain laws to keep military grade weaponry out of the hands of civilians, we have civilian rifles which are mainly for game hunting rather than combat or self-defense. These guns are basically like light sniper rifles which are never automatic but have the stopping power to mortally wound animals like a moose or a grizzly bear, where smaller caliber handguns would be less than desirable.

Assault and Battle Rifles:
Designed for military warfare. These rifles are designed for a variety of situations. They are rifled for long range shooting and capable of burst and automatic fire for mid and close range. Like SMGs ammunition is loaded into a separate port from the handle. Normally such rifles are also designed with a stock built on to add to recoil control.

Machine Guns:

While designed separately from stands for portability, large machine guns shouldn't be fired in two hands without a stand to stabilize it. These weapons are more or less spray and pray as their design is simply to get as many bullets out of the muzzle as quickly as possible. Back in older simpler times we had spear and pikes men to repel enemy charges. Now, a sandbag barricade, and two men to operate a M60 para is all you need to stop a similar charge. These weapons are most efficient at mid range as accuracy is limited.
*I wasn't cheating. Valve just had strange para physics for Xbox Counterstrike, so para sniping was possible.*

Sniper Rifles:
Apparently this is an assassin's favorite. Long range, portable, powerful. These rifles are designed for optimum range and accuracy. Doing so limits their rapid fire capability but it is one shot -> one kill. A skilled sniper should be efficient. These weapons are terrible for close and even mid range combat however. Their firing rates are very low and concentration in a live fire fight is a luxury one can't afford. Semi automatic snipers are very rare, most are bolt action (basically injecting a new shell and cocking in one fluid pull of the bolt) or manual load. Long (preferably the longest possible) range and a very steady hand (usually a stand as well) is best for these rifles.

Grenade Launchers:
Depending on the choice of ammunition, these are interesting tactical weapons. Most are drum fed and work like large revolvers, others are loaded like break action shotguns. Lobbing a gas or smoke canister, or an explosive round on a low arc toward the target is their most common application. These weapons are best at mid range and with sufficient cover.

Rocket Launchers:
These weapons were developed to destroy large machines and vehicles. The rockets themselves are basically small missiles with an equally small explosive power. Rocket propelled grenades refer to basically the same thing. Some small missiles include fly by wire or guided projectiles that are controlled remotely and guided toward their targets. These weapons are generally manually loaded after each shot or become useless after the single shot they come with. They are most efficient at a very long range and only for aiming at larger objects.
PostPosted: Tue Aug 11, 2009 9:35 pm


Using Guns


Aiming and firing: Lining up shots takes time. A skilled marksman will calm their nerves and steady their weapon, lining up their sights with their target before pulling the trigger. Some can do this more quickly than others, but none can do it effectively in an instant.

Since we aren't imagining our characters at the computer pointing and clicking, squeezing the trigger is a much different step. Firing a gun takes strength and solid nerves. Keeping the gun as steady as possible while firing is crucial to aiming. Being able to keep the gun pointed straight is crucial to firing again. The more the recoil throws your arms back, the more time it takes to line up another shot and aim. Don't drop the gun.

Firing again also requires action if the weapon isn't automatic or semi automatic. This will be further discussed in gun function.

Stance: Much like stances in martial arts provide for efficiency of movement for hand to hand combat, there are stances to provide efficiency in aiming and recoil control when using guns.

For handguns you have the Weaver stance, Modified Weaver (or Chapman stance) and Isoceles stance. What they have in common is that you don't lean away from the target in stance, and stand feet about shoulder width apart to set up a stable base to help you reduce sway when aiming. For details this video is a good place to start.

For Longarms one holds the fire arm to eye level, to measure the iron-sights. The stock is held against the shoulder (NOT THE JOINT ITSELF, BAD DAY FOR BALL & SOCKET) with the primary hand on the handle grip, and the off hand on the front grip or barrel grip. This steadies the firearm with the upper body. Longarms can be fired from:
Standing – Standing straight up with feet apart and non dominant foot forward, much like the Weaver stance.
Seated – Just like it says. Sitting on your but with legs crossed or knees up.
Kneeling – Kneeling on one knee particularly the dominant knee, not both. This makes for steadier shots when the clock is ticking and you don't have the opportunity to sit down or gete to prone.
Prone – laying flat with the body face down and arms up forward. this grants you stability from the ground and makes you a much more difficult target at longer ranges when firing at the cost of mobility.

This isn't to say gun combat is stiff and immobile, it certainly isn't. Proper stance is integral to steadying your aim and being able to adjust to moving targets comfortably. Being able to choose which stance to take effectively can make you more accurate, capable, comfortable, and mobile in active combat.

Barrel: Some guns have interchangeable barrels, varying lengths, and can be modded to chamber different types of rounds. Longer barrels tend to improve the effects of rifling (as long as your weapon isn’t smooth bore) and improve bullet rotation to keep your shots on target. Shorter barrels have their uses, mostly fixed in close quarters combat (CQC), keeping you on target for those closer areas while limiting your accuracy at ranges. People even saw off barrels on their shotguns to improve shot spread, though at a great cost to effective range.

Longer barrels can increase range and accuracy but in some cases at the cost of firing rate, and risk of jamming in automatic weapons. Shorter barrels will reduce range but may suit you better in close combat where you might need a smaller more streamlined weapon.

I don't advise modifying the barrel of anything yourself if it doesn't have known replaceable barrels. If you screw with the muzzle your accuracy will suffer.

Reloading: Reloading always takes time, whether it is sliding another magazine into the slot, sliding the individual bullets into the cylinder, or pushing the shells into the injection port. Keep in mind, reloading is when you are most vulnerable in a fire fight. Both hands are busy and you don't want to jam your gun with careless use.

Recoil: In short layman's terms. The kick you get when shooting a loaded gun. Remember Newton's Law of Conservation of Momentum? Anyway, a common note is higher muzzle velocities tend to produce more recoil. This is the momentum of the shot you just fired jerking back in your hands. Just be glad the same amount of force is only going into a bigger object and thanks to inertia yadda yadda yadda, at least your gun isn't going to fly through your face and kill you. No, this does not go away with auto-fire. In fact full auto is going to make you less accurate as you continue to hold down the trigger. We like to call it, spray and pray.
The exception being the Ingram Mac-10. it has no barrel so really no matter how long or short you fire it, you're praying.


With bigger guns, you have to resist the momentum of a larger object. Again, don't drop it. No amount of training will rid you of the effects of recoil either. It's simple physics. Now some people try to anticipate recoil, and this can actually be detrimental to your aiming, you might jerk and pull the trigger (There's a reason they say squeeze and not pull.) which is only going to worsen your ability to hold the gun steady.

It takes a certain amount of strength and stability to manage a gun's recoil effectively. Most gun nuts can handle a handgun's recoil as long as it isn't a magnum above .44 caliber. Somewhat fewer gun nuts can handle Shotguns and things like a S&W 500. People receive training on operation of SMGs and Assault rifles in military combat training. Even the strongest people need a mount for anything bigger than an assault rifle. Don't even bother with heavy weapons like a Gatling gun unless you have a mount.

Cleaning: Guns must be kept clean and maintained. Gun powder discharge and the effects of heat and repetitive motion wear parts out within the gun. At best this can cause jamming, at worst a part might break and render the gun useless until it is repaired.

Gun Function: Knowing how a gun works, and how it fires is crucial to being efficient with one. You don't want to be the idiot repeatedly pulling the trigger for that empty "click click click" even after you just loaded it right?

General:
Semiautomatic - Once locked and loaded, these weapons fire a single shot with a pull of the trigger. Some can fire as quickly as one can repeatedly pull the trigger. Normally these weapons are operated by the recoil and magazine design to inject the next round into the chamber as soon as the previous was fired and remain cocked and ready to fire.
Burst fire - this setting fires a spread of usually 3 bullets with a single trigger pull. This function is sometimes found in handguns but is far less common in them.
Automatic fire - Guns with this function continue to fire as long as the trigger is held down and there are ammunition reserves in the magazine or on the belt. This function is even less common in handguns but some do exist.

Pistols:
Manual - These types of pistols require the hammer to be cocked after every shot to eject the spent shell casing and inject a new unused bullet. They are fairly rare nowadays.

Revolvers:
Single action - These types of revolvers just like manual pistols require the hammer to be cocked (The cylinder usually rotates when the hammer is pulled back) before firing. For those who need to fire a number of revolver rounds in quick succession, there is a trick called Fanning in which the user takes one hand off the handle and uses it to flick the hammer after each shot to increase the rate of fire a great cost to accuracy.
Dual action - These revolvers rotate the cylinder and c**k the hammer after every shot, much like semi automatic pistols.

Shotguns and older era Longarms:
Break Action - These are your standard old school 12, 10, and 22 gauge double barrels (Or single), coach guns, shotguns, hunting rifles, elephant guns, etc. The chamber is folded open by a break (usually above the trigger) in the barrel and the shells are inserted by hand then the break is closed and the hammer is drawn back.
Lever/pump action - Commonly found in older repeater rifles and newer civilian rifles, these longarms are capable of carrying many rounds in an internal magazine to which one round is loaded into the chamber by lever/pump action after each shot, speeding up the rate of fire.

Sniper:
Bolt Action - Like lever action rifles, these rifles have a small switch (bolt) to eject an empty round and either insert a fresh one from the magazine or open the chamber to allow a new one to be inserted directly into the chamber.

Phaeton 2


Phaeton 2

PostPosted: Tue Aug 11, 2009 9:37 pm


Accessories


We've all seen the neat gun accessories and parts people use to trick out their guns. You can customize the current M4As in crazy ways with all sorts of interchangeable parts. knowing what each of these parts does can increase or decrease their efficiency in various situations.

Pictainny rails: The introductory piece to accessories. This is that toothy snap component that allows you to attach most accessories to your gun. These rails are generally made to go on top of the gun above the slide, on top of the barrel, on the sides of the barrel, and underneath the barrel. In the case of M4 assault rifle models and many other assault rifles these rails can be designed into the barrel grip.

Scope: An attachment usually connected to the top of the gun for ease of use. Scopes are designed for telescopic vision. The user utilizes them for better long range aim. However, looking through a scope can be distracting and vision in one's immediate surroundings is limited to non-existent while peering into the scope. On handguns a scope can make for some slide delay.

Bayonet: In older times of warfare, issued rifles would come with one of these. Basically the bayonet is just a blade attachment to give your gun a bit of extra melee potential, basically it can serve as a spear if all else fails.

Silencer/suppressor: Affixed to the barrel, this attachment reduces the explosive sound of powder discharge and shortens the radius of which the noise can be clearly heard. They do this by giving space for all that explosive energy and hot gas to spread out before the bullet leaves the muzzle. Like anything you attach to the barrel this can negatively effect accuracy. As an addendum, I learned that depending on the make, a professional silencer can actually improve muzzle velocity and accuracy. They're much improved muzzle breaks essentially.

Stock: this is attached to the back of the gun behind the handle. With most rifles there's one built onto the handle. When the flat end is pressed against the shoulder it uses more of the body to stabilize the gun from recoil with the intent to improve accuracy. Stocks only really help when a gun is held properly with both hands in correct stance. DON'T HAVE THE STOCK AGAINST YOUR SHOULDER JOINT!

Shoulder Strap: This is generally for making carrying larger firearms easier. One can use the strap to move from hands free over the shoulder to carrying with both hands without even having to take the strap off.

Flashlight: Attached below the barrel, it's a small flashlight used just as any flashlight would be used. This way you don't have to carry one separately. Just like a silencer, this can have an impact on accuracy due to the added weight.

Note: now added weight to the gun can be purposefully done. These are compensators. They are designed to compensate for the effects of recoil in average firing situations. Muzzle compensators are different in that they are built into the muzzle to utilize some of the energy released by the powder in the shell to push the tip of the barrel down and help you keep it steady while shooting.

Laser sight: Like a flashlight, this is attached below the barrel. When active it projects a small pin light beam to utilize as extra aiming sights. Like a flashlight this is extra weight. Some guns have these built in.

Stand: Mostly an attachment for sniper rifles and machine guns. These are useful for further stabilizing the weapon for automatic fire or planned careful shots. In this case the weight should be negligible unless the gun is being held aloft with the stand still attached.

Reflex sights: Though this is more of a technical addition to scopes, they also come as small attachable sights with no magnification. Reflex sights reflect a reticle onto a viewing glass which then imposes a visible aiming sight onto your target when you look through the lens. In red dot scopes and mini reflex sights this is like having a laser sight that only you can see.

Front mounted grip: An extra grip up front for rifles, shotguns, launchers, and SMGs. The Front grip is an optional attachment for those who want a vertical grip to stabilize their weapon, rather than a horizontal one.

Magazine extensions: Self-explanatory. You can put more ammunition in these than in the default magazine designed for your gun's model. More ammo, longer firing times, fewer reloads, extra weight, and in the case of handguns, very awkward handling.

Grenade launcher attachment: Some assault rifles can use small single shot grenade attachments. For tactical situations it is handier than having someone carry a whole grenade launcher with them. These tend to add even further weight to the barrel and are often awkward to fire.

Master Key: Much like the grenade launcher attachment, this is basically a small shotgun mount you can attach to an assault rifle. It adds a level of versatility in combat and at the very least your assault rifle will become a multi-situational tool of extermination.

Holster: These are quite nice. For smaller guns you can strap on a holster to the legs or waist, attach it to your harness, and carry your handgun in a special pocket made just for it hands free.

Hazards


Accidental Discharging: For all those whackos who say "guns kill people": PEOPLE WITH GUNS, KILL PEOPLE! So it's at least better if people with guns get killed by other people with guns. In all seriousness, there's a safety switch for a reason. Now many assault rifles and machine guns have it as a part of their setting switch. Keep it on unless you plan on firing. For guns that lack a safety switch, there's trigger locks, most frequently sold at whatever shop you just got your gun from. (They're required to sell them.)

It doesn't always take a squeeze of the trigger, a sudden jolt can set it off. If it's pointing toward someone when that happens, guess who's fault it is?

Jamming: More complex guns jam in more complex ways. Rapidly firing without a care in the world will jam your semiautomatic pistol. Be careful, you're gonna have to take that sucker apart to clear it. The plus with revolvers is that they can be cleared of jamming simply by opening the carousel to get to the chamber. On average revolvers are just less susceptible to jamming.

Clearing a jam is going to take some time, and possibly take you out of combat so be careful. You'll want to minimize damage to the gun so you don't have to buy a new one.

Blocked barrel: bullets are essentially squeezed out of a firearm’s barrel with grooves to emplace spin on the bullet as it leaves the muzzle. It’s generally a tight fit in there, so a minor obstruction to the barrel can lead to the bullet’s destruction if fired. A major obstruction or complete blockage will probably destroy the barrel, especially with shotguns. The thickness of the barrel itself can affect the outcome, but never favorably.
PostPosted: Tue Aug 11, 2009 9:39 pm


Injury


Depending on the type of ammunition used, a bullet can enter with a hole only slightly larger than it is or with a hole much larger than that. The exit wound will usually be larger, and these are the bigger threat. That exit wound will destroy whole areas of body tissue and bone you might have preferred to keep. Heavier round types tend to deliver a more crushing impact and potentially shatter bones the bullet itself didn't touch. To be frank, you want to avoid even one bullet wound.

Now to break up another myth, shoulder and leg wounds are actually fairly serious. The shoulder has a rather delicate ball and socket joint system that can heal in ways that limit it greatly if damaged. Worst case scenario, an artificial shoulder. Either way, that arm will never be the same. There are some pretty important blood vessels in the thighs. A shot to one of them can actually cause a person to bleed out in minutes. If they do get medical attention in time, there's still the lasting damage of bone fracture and muscle destruction that might leave a person walking with a cane or worse.

Shotgun rounds tend to amplify this effect by putting various sizes of pellets into your body all at once. A shot like this to the torso isn't usually survivable. If it is, you'll be hooked up to machines for the rest of your life to make up for the organs that were obliterated.

I doubt I need to get into the effects of getting blown up.

Phaeton 2


Phaeton 2

PostPosted: Tue Aug 11, 2009 11:47 pm


Roleplay Applications


There are certain things to be aware of when using a gun in a roleplay. I get that this is fantasy but the same situation will come up with really any ranged weapon and just about all types of magic.

Ammunition counts: Keep track of how much is in the magazine at all times. If your Glock 18 is set to burst fire and you shot it six times, it's time to reload. On that token, keep in mind how many extra magazines or rounds you brought. Once again, don't drop them.

Reloading: When you do reload keep in mind that doing so leaves you open to attack. You're going to be at least a little bit distracted. In teams it helps to reload when a friend is firing to avoid creating gaps on your side of the fire fight.

As I've already stated, reloading will take time. Depending on the kind of gun you're reloading it can be five seconds or it can take half a minute. Guns with individual units of ammunition (such as shotguns, and revolvers) will take time over those with magazines. Those that use magazines will require time spent to fill said magazines. It's preferable to take the time to fill your magazines with new bullets at home when you're cleaning your guns. If you're traveling abroad and expect a serious fire fight, fill up the magazines the night before. Most certainly don't expect loaded magazines to be available and abundant from the enemy unless you're going to just steal and use their weapons.

Heavier weapons will require even more time to reload. Standard Grenade launchers don't come with magazines yet. Miniguns and M60 paras require some time to insert the bullet belt onto the guide rail.

Shooting: Don't state in your post that you shot them. Let them know that you shot at them, but never say you hit them. It'll be a red flag for godmodding (auto hitting) if you claim to have hit them. Just let them get flagged for auto-dodging instead if nothing hits after several posts of gunfire with no cover.

Depending on the type of gun you carry, you can only fire so many shots per post. If you're aiming carefully it's best to limit yourself to a Double Tap at best on semiautomatics and a single burst on SMGs and Assault/battle Rifles. Keep note that your accuracy should be better by shots landing where they used to be or might have stepped to if they weren't careful. If your shots are hitting in random spots way off course something is wrong.

Even if you are Auto-firing, you shouldn't be anywhere near emptying the entire magazine in a single post. Note that this should also put you in a vulnerable spot from any direction you aren't aiming in while firing. Your accuracy will greatly decrease in the process.

Shooting a handgun one handed or while moving should only be used for suppressive fire or to create distractions and hinder enemy movement. if you actually are aiming carefully and taking these sorts of shots, you are only wasting ammunition.

Blind firing: A waste of ammunition? Perhaps. Blind firing can be used as an application of distraction or suppression of enemy movement. It’s a tactical waste of ammunition because though you may not be lining up a shot, you could be drawing attention to yourself, or disabling an advance. Who knows? You might get lucky and land some blind fired rounds on enemies.

Getting shot: since auto-dodging is such a hazard, bullet grazing and less fatal injuries are more viable. Just keep in mind that a shot to the forearm or calf is going to hinder your capability just as much as a few hard hits to that spot. You probably won't be running, and you'll wanna do something about that blood drip trail you're leaving behind. On that token, an injury from an arrow is going to be just as bad. The only difference is if you decide to yank that sucker out immediately you're going to have a larger wound.

When you hear that loud bang, you're not gonna want to get shot so TAKE COVER! Unless you have some power that makes you bullet proof, you'll want to avoid standing out in the open when shots are going off. Nobody's going to fault you for checking around corners and trying to see if the coast is clear first.

Cover: Cover is of utmost importance in a fire fight. Dodging bullets is nigh impossible without superhuman reflexes (namely the ability to experience Bullet Time) but you don't have to dodge what is going to be obstructed anyway. The world is filled with objects to take cover behind (Unless the RP calls for you getting trapped in a bare room).

Awareness: Once you're in cover from who ever has been targeting you, or just to avoid areas of heavy gunfire, you'll want to have an idea where they are or what to avoid. Naturally, unless you peek out you won't be able to see anything. Some people remedy this with mirrors or by raising helmets to test for enemy guns. Not everybody has a mirror, and this is fine. You can listen for enemy movement, at close ranges, you should be able to feel footsteps through the ground, these are effects that games with surround sound can't replicate accurately.

Range: Another thing to keep in mind. I've gone over the effective ranges of certain gun types already. These are for your benefit. In general you will want to keep a distance between you and your foe, even if you prefer to bash them over the face with the butt of your gun. Sufficient range not only makes the best use of your gun, but reduces the possibility of a melee counterattack. You don't want to get disarmed and beaten or worse have your gun turned against you.

On that same token, point blank is the last place you want to be when someone still has a few rounds in their gun. Even without careful aim, they're a lot less likely to miss and you have no cover.

Priority: Whether or not you’re ware of this, the gears are spinning in a combat zone. When it comes to actual warfare, nobody’s so good they can just fight without thinking about anything. Priority is your friend for those of you who love mind games. When people are fending off weapon fire to protect their lives they should be using their heads. Don’t let that guy with the RPG-7 finish loading another rocket, Keep the guys with the shotguns away to reduce the impact of their shots, protect your friend who’s pinned down.
How this can work as a mind game is when you utilize weaponry and their natural threat levels to your advantage. Blind firing toward an enemy (or just regular partially aimed suppressive fire) can be used to cover an escape, or distract your enemies while an ally plants the C4 behind the supply crates, heavy weaponry can be used to fix enemies in place for a pincer strike, rockets and grenades can be used to flush enemies out of buildings or points of cover into open fire, and so on. When people are forced to cover, their options to retaliate are much more limited. When enemies have lost the ability to control their own advance, their defeat is inevitable.

Critical injury and death: The reason people aim for center of mass is to kill. If someone stabs you in the heart with a combat knife, don’t expect to live. Gun shot to the head? It’s over. People can’t live with gaping holes in their hearts and lungs or missing lobes of brain. Those who do survive brain damage like that will never be combat able again. If that’s the case, you might rather your RP character died heroically from the injury than spent the remainder of their days in a vegetated state, connected to several machines that are now their vital organs, and essentially forced to a stable heart rate by machine. People tend to be incapable of re-entering combat after such critical injuries even if they do heal to moderate functionality. If your character was the pretty boy or girl in the squad, they won’t be anymore. Believe me.

Basically, if your character is that badly hurt or just dead, just take it as is and see if you can make a new character. A good storyline death can make for a very cool and memorable character. Enough cool points and maybe your teammates will want to avenge your character’s death.


A general tip I would suggest is to research the guns you're going to use and that are being used against you. If you can't find it on Gunpedia, then search around Google or some other search systems, or research the company that produces the weapon.


NPCs


Some things to keep in mind in a PC vs NPC environment.

Experience: The NPCs should know how to use their weapons. Military personnel seem to have earned a bad reputation as fodder. These guys actually spend extensive time training to learn to use firearms and improve their efficiency with them.

Mobsters and thugs may not be formally trained with the use of arms but they shouldn't be completely useless with them either.

For fire fighting combat in a realistic setting, difficulty should range like this:

Civilians & Ranchers ---- Very Easy
Thugs & Gangsters ---- Easy
Militia --- Moderate
Law Enforcement (Police & SWAT) ---- Hard
Military (Army, Navy Seals, Marines) ---- Very Hard

NPCs aren't just gonna sit there and drool in a fire fight, nor should they just sit there and waste ammunition like they're carrying spray bottles (Mac 10s need not apply). They should be aiming and shooting at you using proper form. If you don't have sufficient cover, you're going to get shot up.

The best way to deflect potential readers and other players is to have one-sided gun fights where you're mowing down enemies and they haven't so much as even shot in your remote direction. They should be using cover and aiming at you as much as you are doing the same against them. It's okay if they're less skilled but not if they're completely retarded.

Tactics: Since the enemies are going to have trouble taking you down, they should be using increasingly advanced tactics. Cover and shoot guerrilla warfare, pincer moves, gas, explosives, the whole nine yards. If it's been hours and they're only losing numbers while trying to shoot you from out in the open, you're going to bore the readers, and the other players.

Spectacular deaths: The falling bridges, collapsing towers, air strikes, and gas explosions should be used sparingly. If you're constantly triggering these things you're going to raise the bar for standard action too high. The sudden headshots, and surprise deaths should be reserved for surprise entries.
PostPosted: Wed Aug 12, 2009 1:09 am


Balancing


Maximizing efficiency: Most gunslingers carry 2 to 4 guns at a time maximum. Guns like swords can be heavy and cumbersome so carrying needless weapons is only going to waste space and weigh you down. See the types of guns for their best applications and carry them accordingly for what ever RP you're entering. If you're not sure what will happen, Scope an H&K MP5 or carry a M4A1 (With SOPMOD kit) for primary weapon. For secondary, pack a USP, Glock, Beretta M92, or any decent ammo cap semiautomatic handgun.

Modern Warfare: Just so we’re clear, modern warfare demands order and efficiency for success. The battlefield isn’t a place where you can just one man army an entire battalion of enemies and come out unscathed. As they will teach in the military, efficient gun combat utilizes flanking and positioning, basically using what I discussed in Priority to effect to isolate, encircle, and extirpate the enemy forces. All this requires is good teamwork and good use of arms and tactics. A good close and balanced squad is more desirable than one exceedingly skilled gunman. And hey, role-plays are a multiplayer atmosphere. What better way to get all players involved than to get them putting their heads together and working as a team?

Mixing things up: Ok, fighting with sword and gun is going to be a bit awkward. Personally I would contend that you only need the gun. The common concept of empowering melee weapons was always done to make them a viable choice in a gun fight. This doesn't mean you're going to be able to overpower gun users. Being able to close the gap would require lots of cover and a careless gunman.

As a matter of fact, keep that combat knife in case all else fails. If you're of the stealthier type, you shouldn't be concerned with getting caught in a fire fight unless you suck.

Gunblades: Gunblades are an interesting concept. The bayonet has been rendered obsolete and a gun on its own will deliver plenty of bludgeoning power when used to melee. Having an intricate blade attached to your gun is going to add weight and effect recoil and accuracy like any other accessory. What compounds onto this is the fact that now you have a particularly sharp instrument to deal with when cleaning and now instead of just maintaining the working gun components, now you have a blade to keep sharpened.

I'm not saying you shouldn't do it. When both parts are used in tandem, you have a rather efficient melee weapon. You don't have to aim the gun to get the bullets into a target, and the impact from the gun discharge will resonate with the blade increasing damage.

Don't just pick one up and expect to be godlike with it. You'll get yourself blacklisted.

Futuristic guns: Some people try to explain away that futuristic energy weapons are also too cheap and generally unfair for RPs. Some things to take into account in a futuristic RP are:

1. There has been energy based armor devised specifically to counter energy guns.
2. Energy guns don't have infinite ammunition, if they don't recharge automatically, they may have battery packs similar to modern gun magazines.
3. Changing the type of ammunition may effect accuracy but only due to the general reduction in recoil and improved firing rate.
4. Heat can cripple the weapon, burn your hands (or much worse especially with plasma weapons.)

Scenario: Countering the Gunman without firearms.
These are a few tips for the construction worker, if you're faced with a crazy carbine toting lunatic and all you have is your work tools:
1. Take cover, and stay there!
2. Keep an "eye" on his movements. You may not be able to actually see him over your cover, and poking your head out isn't a good idea, but you can hear him. Listen for yelling, footsteps, and gunfire. The former two you can probably trace more easily.
3. Roadie run! Roadie running is a neat little trick to keep your head low and move quickly from cover to cover. The smaller and faster you are the more difficult you should be to hit. You don't want him to just walk around till he can see you
4. Don't rush him till he's distracted! You can hear if the gunfire stopped, he's fiddling with the magazine in the clip, the slide jams, or he's muttering curses. If he's fairly close, mantle up and knock the ******** down!
5. Get the gun away from his hands, and make sure he doesn't get to stand up again. Co-workers with some balls are helpful for this.

I won't lie. Chances of success are low, but if he's crazy enough to barge into the construction site firing into the air, he's probably shooting to kill anyway.

High Fantasy Magic and Chi: Well in the case of excessive magic high fantasy settings that include guns, basically a magic steampunk or magic cyberpunk setting, I'm sure you can come up with fancy Ki and Magic gun attacks. With willing suspension of disbelief, if you can channel energy into your sword for a powerful strike, or into an arrow you've knocked and are ready to fire, is adding it to a bullet that far of a stretch?

Phaeton 2


Phaeton 2

PostPosted: Mon Aug 17, 2009 12:21 am


Reserved
PostPosted: Mon Aug 17, 2009 12:22 am


Notes


Saving you money: Bullet casings and magazines are reusable. Instead of leaving a mess of empty shells all over the floor, pick em up. You leave less evidence that way too. Great tip for snipers.

Bullet casings can also be sold to recycling plants for cash, and reloading plants for even more cash.

Need a silencer but are short on cash? It's possible to construct a homemade silencer with some PVC pipe and some mundane supplies. Just Google for the plans, you can find them anywhere. lol

Fantasy Gun Control: Since I had been grumbling about it over the course of this guide and ran into it as a hangup in an RP I've been active in recently.

Helmets: Wear a helmet. It's limited protection but something is better than nothing. Also your comms system should be in it.

Heavy artillery: I didn't bring up the M61 vulcan in detail for a good reason. If I include that, I would need to include the Mk.19 and 47 AGL series of automatic grenade launchers, Howitzers, Mortars, SAM sites, maybe I'll get to heavy weapons later, but the vehicles necessary to move such heavy equipment would call for a new guide.

I can't for the life of me think of a game that incorporates any AGLs at all. Maybe they figured such firepower would be game breaking. A machine gun that fires impact grenades will annihilate even convoys in seconds.

Gun Safety: I don't know why I didn't include this before. It's pretty important:
please always remember ten rules of gun safety!
Rule # 1. Treat all guns as if they are loaded. Always check the gun before handling.
Rule # 2. Never let the muzzle of a gun point at anything you do not want to destroy or kill - always point the gun in safe direction
Rule # 3. Keep your finger straight and off the trigger, unless you have aimed your gun and are ready to shoot.
Rule # 4. Be absolutely sure of your target, and what is behind it
Rule # 5. Be Familiar With Your Gun - get to know how it works and what it is capable of.
Rule # 6. Don't Shoot at Hard Surfaces - Things like dense metals and heavy objects can reflect shots in unintended directions
Rule # 7. Don't Rely on a Safety Mechanism - they aren't always reliable, and can be misread. refer to rule #2 for what to do.
Rule # 8. Load Your Gun When You Need to - If you aren't going to shoot, don't leave it loaded, minimize the potential for a misfire.
Rule # 9. Use the Right Ammo - find out the caliber and type of ammunition your gun uses and use only that for your gun
Rule # 10. Pay Attention! Don't get distracted and lose sight of these rules.


Reference: For guns you saw in your favorite movie or TV series, here's a link. This site includes many or possibly all of the guns you saw and may or may not have recognized the model, make and ammunition to. Credit to Lady Bern for the reference.

Phaeton 2


Phaeton 2

PostPosted: Mon Aug 17, 2009 12:24 am


To Do List


1. Since I opened the can of worms, I think I need to get into choke.
2.
3.


Some feedback if you would please.
PostPosted: Mon Aug 17, 2009 11:28 am


On your list of guntypes, don't forget the god of all guns, the Vulcan. It basically deserves a class of it's own. Though unless you have the money to buy one and supply all the ammo, a few crates full, I wouldn't reccomend it.


Also, you may want to add that for futuristic guns, Plasma-based and energy weapons are pretty much impossible without a ridiculously strong and heat resistant metal alloy, and something to keep your hand from being incinerated. More accurate for future weapons are just faster automatics, and more damaging, faster moving bullets.

St Vengeance


Phaeton 2

PostPosted: Mon Aug 17, 2009 11:55 am


You mean this heavy a** Gatling cannon? It's a machine gun. Funds aside, I wouldn't suggest carrying it unless your upper body is about as massive as the heavy weapons guy in TF2. Just packing the thing alone is a good 250 lbs to your carrying cap, and you need ammo. Otherwise, get a Para (or a vehicle to mount the Vulcan on.)

I'll add to the energy weapons part though.
PostPosted: Mon Aug 17, 2009 12:09 pm


I wouldn't ever dream of carrying that thing. It's best suited for Puff the Magic Dragon, or a boat, both of which it's most useful applications.

It's more than a machine gun, have you seen one of those in action? Vicious beast. When boating down the river in Vietnam, if they saw something move in the bush, they would take the Vulcan and mow down the trees. Nothing got out alive, evar. Puff would fly over and his Vulcans would take out a village or encampment before he got to the other side.

St Vengeance


legendary thiefLawli

PostPosted: Mon Aug 17, 2009 1:01 pm


Completely in depth and realistic. I remember going on holiday to America recently, and getting to fire a gun in a range. It was a beretta, don't remember the exact model. But anyway, I was firing this thing down the range with one hand, and the lack of accuracy was amazing. I fired three shots and none of them hit. When I used two hands every shot landed, and it was an exhilerating feeling.
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