This stage would be illegal under USPSA frestyle rules. Next, engage pT1-8 with pistol from Area C. Stage 1 - Engage rT1-6 with rifle from Area A, then re-engage rT1-6 with rifle from Area B, then engage rT7-10 with rifle from Area C, then dump rifle in barrel. Here are couple of stages I designed for outlaw multigun: The problem with USPSA Multigun rules as written is that they are overly dogmatic about what freestyle means. Look at what is most successful there and use that as a basis for your new sport.Īre you saying no more “freestyle”? Cause if this hypothetical game is “shoot T1-T4 from left side of shooting area, T5-T8 from right side of shooting area” I think we’re going in a really bad direction. The outlaw Multigun world is already well versed in running 2-Gun matches. (e.g. minimum available target size vs distance for both handgun and rifle). Make the shooter run their gear unchanged throughout the match and they will figure out what works. I’d actually make the case for only ONE equipment division, with stage design rules that negate the benefit of magnified optics, bipods etc. Definitely do not create an Open Division that requires huge $$$ to buy a competitive rig. Start with a clean sheet of paper based on the most common kinds of guns out there. They are a complete basket case, the product of decades of compromise and “must not obsolete a gun” thinking, and are thus irreparably broken. For something you want to be viable at the club level, the current rules as written are too restrictive on the stage designer, requiring too many expensive props and too much setup work.Ĥ) Do not attempt to align with existing USPSA handgun or Multigun equipment rules. Virginia Count is stupid in handgun - do not contaminate your concept with it.ģ) Definitely get away from the USPSA “shoot as seen” dogma. some crazy competition-specific calibers.Ģ) Stick to Comstock only scoring like IPSC does. Someone should be able to shoot a stock 9mm Glock 17 and 16” 5.56 AR15 and not be at an automatic disadvantage vs. After a dash you can perform another action, such as a parry if you dash while in the air, or simply attacking immediately after a dash.Without reading your document (which is hard going on a phone), here are my initial thoughts as an experienced action long gun rules writer and MD:ġ) Do not incorporate the Major vs Minor scoring disparity. The concept is outdated, and it greatly complicates the use of hit factor scoring in Multigun. Your character will dash a set distance, so make sure you’re not dashing into something bad. Dashing (Y on the default controller layout) can be done on the ground or in the air. The two main abilities that you should be using frequently are the dash and duck. Cuphead gives players multiple ways to evade attacks, but it’s up to you to know when to use these abilities. Like with most shooters, evasion is a key strategy if you want to go far. If there’s a specific enemy or phase giving you trouble during a boss battle, you may want to save your EX attack or Super Art to take out that one enemy or phase and move on with the boss battle. Use EX attacks and Super Arts to inflict maximum damage on the boss and move through each phase as quickly as possible. Some of these phases can be difficult to play through. Most boss battles are split into multiple phases where the attacks and attack patterns change as you progress through the fight.
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