#2. has a flinch chance and 3. deals recoil damage
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in my mind i like creating not only fakemons but also like fake moves/abilities/stat spreads. i especially have fun thinking about what i would give characters if they were pokémon. like it’s normal to imagine your oc as a dnd character obviously or something else from a game like that but me i’m out here pokémonifying people. the thing is i’m always like ohhh is this too overpowered would this entirely hypothetical fake thing that will never be real break the meta. then i remind myself how bad gen 9 power creep is and i feel better. it could be real someday
#would it be too much to have a signature move that 1. uses the user’s defense stat instead of attack#(and the user has a high defense and otherwise good access to defense buffs)#2. has a flinch chance and 3. deals recoil damage#like i’m thinking like a move where you just absolutely smash into the target with your whole body#brute force#see in terms of balancing i don’t think that’s too ridiculous#you’d probably nerf it by giving it low pp or even low accuracy#it’s your average powerful recoil move just a little different#the real issue is the flavor text. you would need a lot of words to cover all of that lol#that’s the unrealistic part#that’s probably the one thing stopping gamefreak from creating some real monsters. they’re limited by their own character limit probably#or you could do what they did in gsc or rse days and give the worst and least descriptive descriptions ever#‘‘super effective’’ hits. ‘ups attack if suffering’. son what do those mean#and even then sometimes you need a full bulbapedia page to explain the internal nuances of how it works#like dragon darts for example lol#pokémon#pokeposting
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Update 2.6.0 - Age of Triumph
Raids
Recommended Light level: 390
New Weapons, Armor, Armor Ornaments, Ghosts, Sparrows, Shaders and Emblems to discover
Players will receive one Age of Triumph Armor Ornament token for successful completion of the featured Raid (once per week per account)
All Challenge Modes are enabled on the weekly featured Raid
Players will receive one Age of Triumph Armor Ornament token for successful completion of Challenge Modes (once per character, per Challenge Mode, per week)
Players will receive a "Knuckles of Eao" by completing a featured Raid's opening encounter (once per week, per account)
Use Knuckles of Eao then defeat a Raid boss in the weekly featured playlist to receive extra rewards
Knuckles of Eao consumables stack to a maximum of 5
Three of Coins should now activate on the following bosses:
Templar
Atheon
Ir-Yut
Crota
Added Challenge Modes to the following Encounters:
Templar
Atheon
Ir-Yut
Crota
Fixed an issue where killing Ir-Yut would not always end the Deathsinger encounter and players would have to deal with infinitely respawning Knights
Removed a condition that prevented Fireteams of less than three from progressing past the Gorgons in the Vault of Glass
Fixed an issue where one of the door switches in the second Vosik encounter was partially obscured by the wall and difficult to hit with a SIVA Charge
Crucible
Updated core nodes to cycle between available activities on a weekly cadence:
Node 1 cycles between Control and Clash
Node 2 cycles between Rift and Supremacy
Node 3 cycles between Elimination and Trials of Osiris (on weekend only)
Node 4 cycles between Skirmish and Salvage
Node 5 cycles between Rumble and Rumble Supremacy
Weekly Featured Crucible activities consolidated into a single node
Weekly Featured activities include Combined Arms, Zone Control, Mayhem Clash, Mayhem Rumble and Doubles
Classic playlists have been removed, players who do not own Rise of Iron can now access the Weekly Featured Crucible activity
Crucible Bounties
Updated Crucible Daily Bounties to be more inclusive, no longer requiring specific Subclasses or Fireteams
Added new Weekly Crucible Weapon Bounties to the Crucible Quartermaster
Possible Weapon rewards include items from the Crucible Vendor, Crucible Playlists, Iron Banner and Trials of Osiris
Lord Shaxx will now offer his Weekly Bounty for both available 6v6 modes each week
Trials of Osiris Bounties have been updated:
Existing Bounties will remain in your inventory and can be completed to acquire their respective rewards
New versions of the Bounties will now be offered by Brother Vance and can be completed daily when Trials of Osiris is active
Armor and Weapon rewards from Bounties updated to include all non-adept Y3 items
Quests
Crucible Quest chain from Lord Shaxx has been removed, you can complete the current quest you are on but will not acquire the next quest in the chain
Iron Banner
Dusty Iron Engrams updated to decrypt immediately upon purchase
Dusty Iron Engrams now have a chance to contain Year 2 Iron Companion Armor
Iron Banner match rewards updated to include Year 2 Iron Companion Armor
Slightly increased chance for Year 1 and Year 2 armor rewards from Iron Banner matches
Support added for Iron Banner Mayhem Clash
Some vendor items on Efrideet have had their rolls updated
Trials of Osiris
Fixed an issue where a player on the surviving team could use Fireborn to cause the round to continue even when all enemies were dead
General
Made Special Ammo crates instantly refill your Special Weapon on pickup
Disabled Join-in-Progress for Rumble playlists if any player has at least 100 points
Private Matches
Removed Power and Vehicle options, added Ammo and Respawn options that vary by mode:
Ammunition - Default, No Special, No Heavy, No Ammo Crates
Respawns - Teammate Revives, Instant, After 3 Seconds, After 5 Seconds, After 10 Seconds
Vehicles are now enabled on maps that support them, except in Inferno modes
Round Time options adjusted for Elimination to default to 90 seconds to match the playlist setting
Maps
Fixed an issue where players were able to leave the intended playable area on Icarus and Skyline
Patrols
Fixed an issue where Plaguelands patrols were not dropping collection items
Grimoire
Grimoire card "SRL: Sparrow Racing" can now also be earned from Private Matches using the Sparrow Racing gametype
Players who have acquired the Y3 Khvostov will be awarded all Grimoire cards for the Khvostov Manual pages (including pages 1, 15, and 17) upon entering Orbit
Players will now be awarded with the Y1 Icebreaker Grimoire card upon acquiring the Y3 Icebreaker. Players who have already acquired the Y3 Icebreaker will receive the card upon entering Orbit
Sandbox
Health Regen changes:
Changes reverted:
Suros Legacy perk
No Backup Plans
Ward of Dawn cast
Apotheosis Veil
Embrace the Void
Kept the recent changes, but increased the amount of Health/Shield given per kill from 36 to 57:
Hungering Blade
Transfusion: Cooldown was also removed
Cauterize: Cooldown was also removed
Red Death perk
Lifesteal: Also applies to The Ram
Memory of Skorri will now require a kill to start working and will charge Supers for 1 minute, or until the round ends or the player dies
Sidearms will no longer allow ammo to stack through death and instead will reset to a single magazine every respawn
Added 1 round to Truth’s maximum inventory and increased its reload speed to max
Added more flinch to No Land Beyond and widened its potential recoil space — it will recoil the same amount, but not necessarily in the same direction
Recovery reduction was removed from the Blink Talent Grid Nodes and the time the player was left HUDless has been lowered
Hand Cannon range falloff now starts ~3m earlierAuto Rifles' minimum damage (damage done at maximum range falloff) increased by 7%
Kills with Necrochasm no longer require headshots to explode enemies (flying enemies such as Shanks and Wizards do not explode)
Increased Recovery given by Astrocyte Verse's Move to Survive perk from +3 to +7
Fixed an issue where the Rescue Mag perk would replenish ammunition when taking self-damage
Fixed an issue where changes to the Shotgun perk Rangefinder intended with Hotfix 2.5.0.2 did not go into effect
Fixed an issue that where changes to Shotgun in-air accuracy did not go into effect
Strikes
New Nightfall modifier: Daybreak combines the Epic and Mayhem modifiers every fourth week
Nightfall blue flames and Radiant Light Reputation bonus on completion have returned
More aggressive idle player detection; now in line with Crucible Activity
Fixed an issue in The Nexus where the Aegis would be continuously deleted and respawned
Fixed an issue in The Shadow Thief where players would get the "Joining Allies" message while in the playable space during the fight with Taniks
Vendors
Increased the reputation awarded by the Gunsmith for completing weapon tests
Eris Morn now accepts Moldering Shards and charged Antiquated Runes as donations in exchange for Crota's Bane reputation
Adjusted the price of ammo synthesis for purchase from Eris Morn
Shiro-4 will now accept Isenfyre Tokens in exchange for 500 Vanguard reputation
The Crucible Quartermaster now sells ammo synthesis consumables in exchange for Hadium Flakes
Vendor items sold for Legendary Marks have had their light levels increased to 380
Vendors selling level 40 Legendary Armor and Weapons now update perks and stats at the weekly reset
This includes the following vendors:
Vanguard Mentors and Quartermaster
Crucible Quartermaster
Lord Shaxx
Dead Orbit
New Monarchy
Future War Cult
Xûr now sells two new Exotic weapon bundles each week in addition to his regular weekly sale items
Each bundle costs 30 Strange Coins and 25 Silver Dust and contains 1 Exotic Weapon and 1 matching Weapon Ornament
Two new Emotes are available from the Emote Kiosk: Please and Thanks
Adjusted the rarity of certain ships available from Amanda Holliday
Silver Dust Store
Many Eververse items available from the Dawning are now available on the Silver Dust Kiosk
Sterling and Radiant Treasures have been removed from the Silver Dust Store
New Silver Dust Engram items have been added to the Silver Dust Store and their corresponding vendors for a cost of 5 Silver Dust
Items obtained from these Engrams dismantle into 1 Silver Dust:
Arena Engram - Lord Shaxx - Contains infusible Crucible Armor from Year 1 and 2
Exodus Engram - Arach Jalaal - Contains infusible Dead Orbit Armor from Year 1 and 2
Warpath Engram - Lakshmi-2 - Contains infusible Future War Cult Armor from Year 1 and 2
Unity Engram - Executor Hideo - Contains infusible New Monarchy Armor from Year 1 and 2
Triad Engram - Vanguard Mentors - Contains infusible Vanguard Armor from Year 1 and 2
Sterling Engram - Silver Dust Store - Contains Spektar Armor from Year 2's Sterling Treasure
Icy Engram - Silver Dust Store - Contains Chroma Armor from Treasures of the Dawning
Cost is 10 Silver Dust, items dismantle to 5 Silver Dust
Players who have previously obtained Dawning and Desolate Armor pieces may purchase these items from the Silver Dust Store
Eververse
Treasure of Ages is now available for purchase from Eververse
The Treasure of Ages contains existing Eververse items, as well as many new items to collect:
Shaders
Weapon Ornaments
Ships
Triumph Armor Set
Players can receive up to three free Treasure of Ages per account per week for their first completion of the following activities:
Heroic Strike playlist
Weekly Crucible playlist
Weekly Story playlist
General
Fixed an issue impacting some players' ability to join Fireteams over local network connections
Fixed an issue preventing dropped Engrams from being sent to the Postmaster if the player disconnects without returning to Orbit
Fixed a bug causing equipped Sniper Rifles to occasionally become invisible
Fixed an issue that allowed Supers to stay activated longer than intended
Twilight Garrison now changes color to match the equipped Shader
Skeleton Keys and Siva Fragments may now appear at Postmaster to prevent an issue where these items may have been removed from Character Inventory
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"Little one," someone called in a sweet but frigid voice. "You've idled here too long."
Am I dead?
"You will be if you stay here." There was a sensation of her being carried up in a vast but gentle sweep of wings. "Go on, you're expected."
Dust's eyes flickered open, but pain beat her vision to the forefront of her senses by a mile. Her head throbbed as if it had it’s own heart, and her right side itched and ached from her shoulder to her hip. She opened her mouth to groan, but the breath scarcely came. She squeaked instead, and instantly a masked face appeared beside her in a flurry of pale hair and half-shed down.
"Tra...?" she rasped.
Tràthail's head bobbed, and her scaly claws gently closed around Dust's fingers. "Yes, it’s me."
Dust tried to lick her lips, but her tongue was dry and spongy. "Where...?"
"Safe," the harpy assured. She gestured to the amber-crafted windows allowing a warm bronze-colored light into the room. "We are in the bright lands."
Dust's mind reeled. A lump tried to rise in her throat, but no moisture came.
"It was amazing!" Tràthail continued proudly. "You were struck by the lightning and lived! Your horns became beautiful! They say you are a witch and you will be strong one day!"
"Th..ey...?"
"Tràthail."
She didn't bother to flinch or hide her face or even be apologetic. Her eyes were wide and bright with so much joy she could scarcely hold it in. "Miss Alala! She is awake!"
Dust met the eyes of the young doctor and felt the sting of would-be tears in her eyes. Alala came to her side, and the touch of her hand, cool and soft, seemed to push her pain to the background.
"We've been waiting for you," she said warmly. "Welcome to Clan Aphaster, Dust. You'll be safe here. Tràthail, could you run to mother and tell her the good news? Dust's case is delicate, I shouldn't leave her."
Dust croaked desperately, and squeezed at her friend's hand.
Tràthail crouched next to her, removing her mask and pressing the brands on their foreheads together. "I know it is scary, but you can trust miss Alala. She is a good dragon. You were very brave, Dust. Please be brave for just a bit longer. I will come back with Miss Haematica and they will make you strong again."
Dust nodded faintly, and let go. It didn't escape her notice that Tràthail practically bounced on her way out. She hadn't seen her that energetic (or well-groomed) since the first time they met.
A wet cloth touched her lips. Consciously, it startled her, but the suckling reaction was instinctive and hungry and didn't need her conscious input at all. The sensation of moisture coating her mouth was so blissful she could have happily died on the spot.
"Easy, easy..." Alala murmured. "You've been down a long time. Your stomach won't be able to handle it if you do too much."
She lay back, licking her lips much more successfully and finding it an incredible relief. "How long... was I asleep?"
"About a month. No single thing wrong with you that was to blame, just that too much happened. An attempt to make you shift forcefully, the prolonged hunger, lightning strike, activation of your latent powers, the physical damage caused by the explosion... It's fair to say you were worn out. Your extended sleep was likely due to all the magical disturbances you endured, rather than the physical."
Dust felt her eyes almost cross with the effort of keeping it all straight. She sort of remembered it all...
"The other kids..."
"Everyone else has been reunited with their families or communities. You and Tràthail are the only ones whose parents we couldn't find."
"All of them?" Dust marveled. "Even the imps?"
"Every one."
Dust lay there, contemplating all of this new information in a haze and suckling at the trickles of moisture Alala provided her through the cloth. Eventually she stopped and presented her a foul-scented dollop that Dust immediately recoiled from.
“I know, I know,” Alala soothed. “It’s not very pleasant on the nose and unfortunately it doesn’t taste very good either.”
“What is it?”
“Medicine, essentially. You haven’t been able to really eat, so mother had me give you this once a day to keep your stomach in working order.”
Dust grimaced. “I ate that?”
“Yes. We have to work you back up to solid food, so please bear with it. You will have to have at least 2 or 3 more of these.”
“...Did Tràthail eat it too?”
“She didn’t have to. She was only out for about half a day.”
Dust looked up at Alala’s face warily, searching her as she spoke. “Are you going to make me...?”
“I’m not going to force feed you, if that’s what you mean. But I will politely insist. I think you have had enough of being made to eat unpalatable things, however if you refuse this, we will have to feed you solid food sooner, and you’ll have a very rough time of it.”
Their eyes stayed locked for a solid minute before Dust relented. “A little later, please...?”
“Okay. We’ll try again in a few hours.”
And that was it. Alala put the nasty-looking jelly back in the jar she scooped it from and set it aside. She wasn’t mad, she didn’t even look bothered. Like she was dealing with a picky eater and that was something that couldn’t be helped and was perfectly normal and not any reason at all to get bent out of shape.
It was a lot for Dust to process, so she immediately changed the subject. "I'm a witch?"
Alala raised a brow. "Tràthail does talk fast, doesn't she... Yes, dear. You're a witch."
"Does that mean I can do magic?"
"Of a certain kind. You're not a mage or a wizard. Witch magic is different. It is being chosen instead of choosing, and comes with responsibilities."
She frowned. "I don't know what that means."
"Don't think too much about it. I'm not a witch, I can't explain it to you very well. But a witch's son lives here. He's the one who told us. He'll help you with it when you're well."
"A boy?"
"Dantalion, yes."
Dust's eyes wandered to the window. She had a strange feeling she shouldn't talk about the voice that had awakened her. And perhaps more importantly, she had a strong feeling that it didn't belong a boy, but that it didn't belong a girl either.
By chance, her eyes traveled up to the ceiling.
"Are you doing that?"
The doctor followed her gaze, and together they stared at dozens of tiny bits and pieces of things spinning in place above their heads.
"No," Alala said distractedly. She reached up and plucked one of the pieces from the air. "Terracotta." She let it go and it floated back up. She walked beneath them all. "Terracotta... Terracotta... Marble... Metal?" She plucked the glinting piece out of the air, and noted it was a twisted piece of the metal they had dug out of Dust's arm. "I think this is you."
"I'm not doing anything."
"I know." She brought the little piece of metal down, so the child could see it. "You weren't awake when we removed this. I don't think you're doing this consciously."
"Is that bad...?"
"I think it means you're going to be a very strong witch."
Dust felt something stir inside her at this revelation. Tràthail had not been babbling. She was strong. She would be even stronger when she was like Tràthail, clean and whole and made of more than just skin and bone. Down on the blanket, over her empty stomach, her fingers curled into a tight fist.
"Where are the dragons who came for us?"
Alala chuckled. "Did your harpy friend not tell you about the nature of the Smoke Gyre? He's already off on other business."
"What about the other one?"
"The Umbra Wolf? She serves our queen. Do you want to meet her?"
"Yes," Dust said firmly. "When I'm well."
#So much dialogue Dust you're talkative#Questions questions and who can blame you I suppose#Flight Rising#Chapter: Broken Things#Clan Aphaster
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Written by R. Ann Parris on The Prepper Journal.
Beginner or advanced shooter, incorporating dry fire in training can help us improve. There is the potential that we can damage our guns with excessive dry firing on empty chambers, though. Snap caps are inert rounds that remove the risks by providing a variety of soft-plexi or spring-buffered primers for the firing pin to strike. They allow us to practice actual trigger pull, as well as adding the realism of trigger pull to safed-gun practice.
There are all kinds of benefits to that practice.
For some, the reductions in time versus gathering range supplies, going somewhere (anywhere, backyard to driving), and then cleaning firearms are reason enough to embrace dry-fire practice. Skipping out on inclement weather also has its appeal.
For others, the greatest motivator is the one-time investment of $10-30 versus replacing ammo or more expensive laser systems, and lowered or eliminated range fees.
The benefits get bigger when we consider how many are restricted to static square ranges with little opportunity to practice shooting across a wider spread and variety of ranges, at actual self-defense contact distances, with movement, drawing from holsters at all (let alone sitting), and transitioning between primary long gun and sidearm.
Snap caps are also huge in fine-tuning fundamentals like trigger pull, improving sight and target acquisition, first-last shot drills, and clearing skills.
They’re a longtime go-to for training truly random and self-diagnosed immediate and remedial action drills, and fixing various “flinch” habits.
At some point, we do need to hit the ranges and get our barrels dirty, but for most of our development and maintenance training, dry fire can be hugely beneficial, to everyone.
Snap caps increase that, allowing us to work with our real guns, the weight and actual trigger pull of the firearm we’ll be handling when we need it, in the conditions where we’ll use it.
Snap Caps & Lookalikes
Snap caps aren’t expensive, so if we have to replace them, no big deal, but some snap caps look like some types of specialty rounds.
Some of those specialty loads are hollow or solid-cell primer-only rubber and poly bullets, and might only wreck a TV or crack the window instead of passing through a wall and hitting a living being.
However, some of them are actually just lead with a poly- and powder-sheathing that serves a variety of purposes. They have the same ballistics as “real” ammunition because they are “real” ammunition.
Images: Snap caps, rubber-bullet ammo, poly-jacketed live ammo, and powder-coated live ammo…Mixing these things is how bad things happen.
Don’t let the potential “eek” scare you off. Just be aware of what you have, so you can adjust if anything presents a challenge to safety.
That said, some safety steps to abide by…
1 – SNAP CAP TIME IS RANGE/CLASS TIME
We treat it as such, taking the same precautionary measures we would cleaning a firearm, passing it back and forth to buddies or at a class, military range style checks for live ammo, etc.
2 – SCRUB LIVE AMMO FROM THE AREA
To prevent any possible accidents, we follow NRA classroom rules and leave live ammo somewhere else.
Somewhere way else.
Live ammo shouldn’t be anywhere close to us, anywhere within reach where there is any chance of human error – ours or another’s – that could lead to snagging what we think is a safe round/mag that’s actually hot.
(The same holds true of primer-only rubber shot we use for practice in low-noise and backyard “baby” backstop situations – don’t even have “real” ammo in the same range bag or table.)
3 – MIXED MAGS GET LIVE AMMO AS THE LAST ROUND LOADED
That puts a “real” round at the top, readily visible. It’s an instant indicator that this is not a mag of safety rounds. There is no way we can look at that magazine, see red/orange/blue, and think it’s a snap-cap mag that’s safe.
*The exception to this takes place at the live-fire range. When we want dummies/snaps as the first rounds in a mag to generates an immediate fail after a mag change, just leave those mags 1-2 shy so we can top them off right before they go into the pool. Again: Until the very last moment before starting the evolution, that mag shows a live round.
4 – DON’T MIX MIXED MAGS & OTHER MAGS
Even in the loading and storage stage, keep them separate.
There are absolutely times in live-fire that we will pepper dummies through some mags (or slides/speed loaders) while also having mags that are all standard-power or rubber-range rounds. That mixing also takes place right before the evolution starts.
Otherwise, we’re inviting a very problematic situation.
We either grab a snap-cap round for indoor/home practice and it goes bang instead of click, or we grab a mag for self-defense and it goes click instead of bang. Both are a good way to have a bad day.
Images: Weighted, sealed shotgun snap caps, live ammo, & the amount of shell visible in some sidesaddles
If we want to pre-load mags for the range, that’s fine. Fill the mixed mags and immediately stick them in holey socks or a Tupperware tub to keep them separate and distinct so there is no chance whatsoever that we grab them instead of a snap-cap mag or a “real” mag in the interim.
Have similar individual containers/bags for live-only and dummy-only loads.
Press Checks
A press check is drawing a slide juuuuust enough to ensure that a round is loaded and seated. With some semi-autos, we can use a similar partial draw to re-cock without ejecting our snap caps if all we’re working on is trigger pull.
It doesn’t lessen the interruption aspect (coming out of position with every shot because snap caps won’t cycle the action), but it does let us spend more time practicing and less time chasing down the ejected snap caps.
*We always want to be aware of training ourselves into bad habits. If we mostly practice mod’d press checks, that muscle memory will stick. End each session with some mag changes, first-last shot drills, and immediate and remedial action to fully embed the firmer, full motions we’re going for in real life.
Trigger Pull & Flinching Fixers
Trigger pull hugely affects our accuracy, and is one of the easiest things to fine tune without actual range time and in odd spare moments, requiring nothing but the gun and our triple-checked snap caps.
There is a reason the military spends so much time snapping in to train shooters. There are all kinds of aids we can add, but just getting in good, solid practice – staying aware of finger placement, draw, and the sight picture through the whole pull – helps hugely.
Dry fire can also help us master interrupted/delayed trigger pulls, and coming off the trigger without firing. While that’s usually more of a factor in hunting, pest control, and over watch positions than it is personal self-defense shooting, it’s not a bad one to periodically get in there for everyone.
Dry-fire work and having snap caps interspersed in live-fire practice (randomly and heavily) also helps embed/regain solid muscle memory to eliminate the problem if we periodically demonstrate the side effects of anticipating shots and recoil.
Double-Down for Failure Drills
Another fabulous use of snap caps is instilling responses for immediate and remedial action, and instilling them more effectively by being cued by our own machine, not a call. To generate the failures, we randomly stick a snap cap in some of our mags.
Instead of working just one snap cap at a time, up the training another notch by throwing 2-3 in a row in half or a quarter of the time.
Doing so prompts us to not habitually rely on tap-rack-bang or just racking the slide, but to move on to the more elaborate fixes that might be required.
This is where periodically having the first 1-2 in a mixed mag be snap caps can be a super-duper training aid, especially if they’re one of the lookalikes that reduces the chance we recognize the dummies as we change mags.
It presents the scenario where something is wrong-wrong with our platform – which we recognize because we experience a consecutive additional failure off our fresh mag after sling-shotting/tap-rack-bang’ing the former mag. We need to switch platforms or find cover and figure out what’s going on and fix it so we can get back to work.
Again, the random nature and having the machine cue us, not a call or timer, is invaluable in instilling real muscle memory and assessment.
Double-Down for Awareness Training, Too
Muzzle awareness is one of the trickiest things to get into heads when we’re working real-life situations. A lot of shooters lose awareness and don’t think about ways to mitigate exposure in drawing and mag changes, leave fingers in trigger wells, and are flagging others with a “hot” gun and lazy finger as they return to engagement.
Putting multiple snap caps in a row in a mixed mag gives us an extra chance to really evaluate (or retrain if we caught an “oops”), even by ourselves.
Solid Practice
Snap caps make it possible to realistically practice things like transitioning between primary firearm and sidearm, faster target acquisition, and room and house clearing even if we don’t have access to outdoor ranges, when time is crunched, when weather makes it unsafe, and when we don’t want to burn ammo.
They’re also ideal for people who are just getting used to wear-and-carry or concealed carry, and adjusting to different carries, to include figuring out all the mundane daily tasks like going potty and getting in and out of vehicles without snags.
Don’t slough off because it’s “just” snap caps, though.
Wear the clothing and gear we would be, mock up a driver’s seat with a cardboard box steering wheel and window for comfort checks and realistic drawing and target acquisition, and maintain awareness of what’s beyond the target.
Consider the real-world applications, which may mean practicing multiple ready positions and procedures that account for times we’re alone and for times something is occupying our support hand or moving with us (like a child, a leashed dog, or light). Practice the habits of seeking cover and staying in your “work space”, and maintain good safety and fundamentals.
As with most things, we get out of training what we put into it. Snap caps just let us get that training in pretty much anywhere, anytime.
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The post Snap Caps: Training Anywhere, Anytime for Anyone appeared first on The Prepper Journal.
from The Prepper Journal Don't forget to visit the store and pick up some gear at The COR Outfitters. How prepared are you for emergencies? #SurvivalFirestarter #SurvivalBugOutBackpack #PrepperSurvivalPack #SHTFGear #SHTFBag
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