Mjolnir wrote:
I'm trying to figure out the best way to utilize burst length, and I'm hoping you killers will share with me how you do it. At first I went all long, but I was having too many jams. So now I have been running long at rtanges 0 and 1, and short at ranges 2 and 3. This has cut down on the number of crippling jams, but now I'm missing kills and red cards by just..... that much. So, how do you guys use it. All long? All short? Do you change it from game to game or turn to turn? PLease share, so that those of us who want to get better can.
No reason to EVER fire a short burst at the present. Until and unless the software is updated to allow for Lewis guns, there is absolutely no benefit for ever using the short burst since there is no chance to jam your guns on a medium burst. All that happens when you fire a short burst is to land on a lower damage table and lessen your chances of inflicting grievous damage on your opponent.
In the board game in planes using the Lewis guns, there are moments when it is appropriate to fire the short burst, such as to get the fired at bonus the next turn, or when there are insufficient rounds in the Lewis gun to fire a long/medium burst.
As for long bursts, always set the zero range shots for long. Might as well make that D:+1 really count! Also use the long burst, if you so choose, for those situations where you are tailing and fired at the person the turn before. Try to avoid the long burst on two and three deflected hex shots, as the bonus for firing the long burst is usually outweighed by the chance of jamming one's guns.
Troll
--- Message edited by Troll |