Rainbox Six: Siege – Post DLC

Welcome back readers.  Garrett here with a piece about the evolution of one of the Gun Gamers crew’s go-to multiplayer games, Tom Clancy’s Rainbox Six: Siege.  Currently, the first year of DLC packs is available, and I wanted to discuss the evolution of this game.

To start off, before you continue on this article, I would go back and re-read Kyle’s article linked below to refresh your memory on his original thoughts.

For the TL;DR version, Kyle thought the game was fun, but lacked enough content to warrant the $60 price tag.  Many of us here also found fault with the season pass and the reliance on DLC was a major shortcoming.  Many of us purchased it, but felt it was tough to recommend to others.  Fast forward to today, the first full week of December 2016, and we have had serious changes made to the game.  Operators have had some changes, four additional maps have been added, and the user interface has really evolved.  And the nice thing about this too?  All of these changes are 100% free for anyone to have.  The season pass essentially behaved as an “early access card” for the DLC; players got to use the new operators a week before everyone else, and the new operators didn’t cost you Renown (the in-game earned currency).  Regardless though, everyone gets to play the new map when it gets released, and any changes to the menus stick to everyone.

Changing How the Game Plays – Operators

Rainbox Six: Siege is all about the tactical thinking your team develops by using the different operators.  Each one has a unique feel, and everyone can find plenty that play well to their style.  I know I personally find myself using Thermite, Kapkan, and Frost frequently when playing, and I avoid IQ, Tachanka, and Valkyrie.  The original group was fun, but it was quickly apparent that folks had settled into ones that had a very serious advantage.

As the DLC packs dropped though, the new operators added newer ways to play out the maps.  Some opened new doors, while some closed them with serious defenses that took a few tries to get around.  Frost was a major gameplay changer, since her mechanical traps couldn’t be affected by Thatcher’s EMP grenades and could be cleverly blended into the environment.  Blackbeard’s rifle shield also made a difference because it helped prevent one of the game’s frustrations, the stray and lucky 1 hit kill head shot.

This forces players to be on their toes more, as the 5 player squad combinations can really vary and it can be tough to uproot a team who plays to their strengths.  I know there have been plenty of times where Kyle, Tyler, and myself have come up against very good opponents who played to each operator’s strengths and covered their weaknesses.

New Locations

Each DLC pack also came with an additional map to play.  Of the 4 new ones that are out currently, all are completely different to the rest, and certainly create a fresh experience for players.  I quickly found out that my usual strategies didn’t work as well.  The game forced you to rethink how you played, which for a tactical shooter like Rainbow Six, keeps you engaged to continue trying new strategies and adjusting your tactics on the fly.

The only disappointing thing is that because the game already started with 10 maps, adding one map per DLC pack means it can get lost in the rotation.  Ubisoft has helped this though and made it slightly more frequent to visit the new maps on the outset when they release.

Navigating the Menus

The menus have been the really noticeable change for me.  As the game has evolved with the DLC packs, the updates given to the menu options get a thumbs up from me.

My biggest complaint with the original game was that you could not change your weapon attachments while you were in a lobby.  You had to back out to the main menu in order to make any adjustments to weapons.  This also meant experimenting with operators meant being frustrated with their weapons until you managed to get out of a lobby rotation.

In addition to these changes, they have added “helmets” to operators, which allows you to change their headgear, and charms, which is like hanging one of those dangly things you sometimes see on cell phones.  My only gripe with these is they still take money, and there is no way to unlock them without having to spend money.  Granted, I bought the Year 1 season pass which includes 600 Rainbow Credits (another in game currency), but there is no way to earn them other than to convert real money.  As we at Gun Gamers have mentioned before, we do not like microtransations.  This game is still loaded with them, and it is still just as frustrating to see the only way to unlock content is behind a pay wall.

Into the Future

Overall, Rainbow Six: Siege has grown nicely in the year it has been out.  Ubisoft has even announced Year 2 content mirroring what they have done already.  The game still feels like you need to pay for anything beyond the basic content though, which is disappointing.  It is certainly better than the original release of the game, with good changes made to make it more user friendly and allow some evolving gameplay, but the paywall for the non-required content still makes me feel salty.

-Garrett

Gun Gamers Video Game Review: Titanfall 2

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Welcome back readers!  Garrett here with my official opinion on Respawn’s newest game, Titanfall 2.  Now, a few articles back, I discussed their pre-Alpha tech test they had out and what I thought about it.  You could probably tell from the way I worded things, but the hype train was real.  But now, it’s time to see how the final product stacks up.

Make no mistake, there are minor spoilers ahead.  I will try not to give too much away, but if you want a pure experience in the single player, scroll right past to the end.

Gameplay and Mechanics

I know a lot of folks have complained about the recent Call of Duty games being done in a futuristic, sci-fi setting.  I am in that boat as well, but a lot of that has come from this big change of having augmented abilities.  The biggest one I can think of is the 3-D maneuvering, or having insane parkour abilities like wall running or jumping larger distances assisted with jet packs, grappling hooks, etc.  That’s never really worked for me in the Call of Duty series, but I enjoy it here.

Titanfall has always made it a fantastically smooth control scheme to execute these abilities.  Other titles made it feel clunky, almost as if it was tacked on as an additional feature, rather than part of the core foundation of the gameplay.  It felt very easy for me to start wall running, and getting decently good at combos was intuitive which gave me a completely different view of the maps and areas.  This is very much evident in the puzzle solving elements in the Single Player Campaign (more on that later), but equally translates your skills to the multiplayer.  Polar opposite to this are the Titans, which feel heavy and cumbersome compared to the really fast moving Pilot controls.  This is a great dichotomy, since it can mix up the pacing throughout the game.

On that note, the Titans.  8 all new Titans are in the game.  I’ll lay them all out:

  • Vanguard Class – BT-7274 in the Single Player, all around Titan with its base loadout focusing on anti-infantry and light armored Titans, but can pick up and use all other Titans kits and abilities (as you progress through the single player).
  • Brute – Not available to play as, save for picking up the loadout as BT, but is a lightweight, flight capable Titan that strictly uses free-fire rockets as its armament.
  • Tone – My personal favorite, but a medium  Titan whose specialty is tracking missiles using its 40mm semi-auto cannon for its lock on.
  • Northstar – Another lightweight Titan that uses a high damage plasma sniper rifle as its primary weapon.
  • Ronin – A lightweight Titan that specializes in speed and close combat with its shotgun and large sword.
  • Scorch – A heavyweight Titan with an emphasis on fire damage and area denial.
  • Legion – A heavyweight Titan sporting a mini-gun and pours volumes of fire, with a special ability to auto target enemies.
  • Ion – A medium Titan that uses laser weapons, including a super powerful Death Star looking laser as its Core ability.

The variety of the Titans is certainly good, but you cannot sub and swap out different parts to get a custom Titan.  What they are is what they are, save for some passive abilities, but the damage models are all fixed to each one.  Even still, I found that it works out better that way because it means everyone can pick up a pre-set kit that is optimized and balanced and go to town.  Like I mentioned earlier, Tone is my favorite to use, since the semi-auto cannon will blast away squishy stuff and the missiles can be great to use behind cover once you achieve a lock on.

Lastly, I know this might have been brought up from my earlier article on the Titanfall 2 Tech Test, but the overall pace of the game has slowed down.  Not by much, but certainly noticeable by players coming over from the first Titanfall.  I think this works out better, since it can give the Pilots a better picture before making a move (instead of relying on memorizing the different maps’ terrain), and allows Titans to compete better in objective modes.

Overall, I believe Titanfall 2 took everything that worked in the first one and made it more accessible to a bigger audience.  The learning curve is not as steep to get into the game, but there is enough depth and complexity to differentiate skill levels and allow players to learn how to use Titans to their strengths.

Single Player Campaign

For me, the biggest draw for a video game is a good single player.  One that doesn’t allow me to get bored or want to put the controller down until it is complete.  In addition, it should want you to replay it multiple times to “collect it all,” discover hidden secrets, or complete all the challenges.  Titanfall 2 reminded me a lot of older FPS titles, balancing action, varying the pace, and building up over time to the big finale.

It should not be new information that the core group of developers at Respawn Entertainment were originally from Infinity Ward, and worked on one of the biggest successes in the FPS genre, Call of Duty 4: Modern Warfare and its sequel, Modern Warfare 2.  They were let go from Infinity Ward for one reason or another (it is not important at this point), and afterwards decided to reform together to create Respawn Entertainment.  This next bit should not come to anyone’s surprise then:

Titanfall 2 reminded me a lot of why I loved Modern Warfare 1’s single player.

I could almost go piece by piece as to why I strongly feel this way, but here are some parallels to COD:MW1 :

  • Younger, less experienced soldier gets bumped up to an elite group
  • Slow, steady progression of difficulty
  • After large bouts of action, a calming pause to explore a derelict area in the past (with a constant “on your toes” feeling as you progress)
  • Large, powerful weapon that must be stopped
  • “All hands on deck” force grouped to stop the bad guys
  • Fast paced, time crunching action at the end
  • Character sacrificed, but secretly not dead

Regardless, I went with regular difficulty  my first time through and was able to beat the single player in 7 hours.  Better than some releases lately, but still a little bit short for my liking and certainly not out of the realm for a Call of Duty regular.  It was definitely good, but it wasn’t fantastic enough to warrant me grabbing someone in the store who is on the fence about it and constantly shaking them screaming, “YOU MUST ABSOLUTELY PLAY THIS GAME, YOUR LIFE DEPENDS ON IT.”  I would probably just casually say “If you like older Call of Duty games, you will love Titanfall 2.”

Now, as far as replay value, there is a little bit.  Obviously you have the master difficulty, akin to COD’s veteran mode, and you can bounce around the areas to find all of the Pilot’s Helmets.  Beyond that, PSN Trophies or Xbox Achievements are all you have left.  Speaking of which, Titanfall 2 only has 3, really easy to get multiplayer trophies.  If it was me though, I wouldn’t have any at all.  I can understand having them so it forces folks to play the multiplayer, but once the servers go down in 10-ish years, people won’t be able to platinum the game and that bothers the semi-completionist in me.

Unfortunately, it is not like Wolfenstein: The New Order where you have multiple ways of playing the levels by either taking a “stealth” approach to sneak by and silently take out everyone, or bust out all of the loud stuff and force your way in with a battering ram of lead.  Any attempts at stealth I tried simply got me one good kill, then I was back to facing the A.I. that knew where I was instantly.  One thing I do have to praise though is the puzzle elements in this game that utilize both the Titan and Pilot’s characteristics.  They didn’t feel tacked on or forced like they did in Call of Duty: Black Ops 3 or Advanced Warfare.  In fact, it felt like Rise of the Tomb Raider, where the environment was giving me hints to how I should traverse, which I certainly liked.

So far the only frustrating part is I am currently stuck on one of the bosses at Master difficulty.  Spoilers, you are on top of a large ship, with sloped sides, and the boss can fly and hover.  Save for some drag panels that pop up and close once in awhile, there is little cover to protect me from the frequent rocket barrages and sniper fire.  At least the other bosses gave me a fighting chance with my weakened health to play hit and run.  That is part of strategy though, so I’ll keep grinding at it!

Overall, the single player is much appreciated.  The added depth to the world, showcasing the faction and character relations, and beautiful “not dull grey” battlefield scenery made this worthwhile to run through.  It isn’t pushing the envelope of the FPS genre, but it certainly isn’t an afterthought like the first Titanfall.

Multiplayer

I’m not going to spend a ton of time on this, as I think my whole “feels like older Call of Duty games” mantra still applies here, but I do want to point out a few things.

Firstly, weapon variety is very good.  Each one feels completely different to use, even between weapons in the same class.  A good and short example, the LMG class has three weapons; the Spitfre, L-STAR, and the Devotion.

The Spitfire is your run of the mill machine gun, very high capacity, good damage, and long reload time.  Nothing out of the ordinary (in fact, this is changed from Titanfall 1 as the original Spitfire LMG would have high kick the first few rounds then stop recoiling as you held the trigger.  This is not the case with Titanfall 2).  Second, the L-STAR is an energy weapon, with a brief cool down period between bursts.  The shots have a distinct, slow velocity to them, taking time to get to their target if far enough away.  In addition, every time you release the trigger, there is a 1-2 second delay when the weapon vents its extra heat, preventing you from shooting until it cools off.  Lastly, the Devotion stars off with a slow rate of fire, progressively increasing it with each subsequent shot (until about bullet 9-10).  This means for weaker enemies you aren’t going to burn through too many rounds to put them out, but for larger enemies it means your damage per second bumps up and helps for your time to kill.

Like I said, each weapon plays differently, and this holds true for every weapon category.  There is your usual, very typical weapon in each class, but the rest all have some unique traits.  The Alternator is an SMG whose two alternate firing barrels generate side to side recoil instead of up and down.  The Double Take sniper rifle shoots two rounds with each trigger pull, and the Mastiff shotgun has a longer cycle time when you aim down the sights instead of hip firing (in addition to a horizontal shot spread), just to name a few.  I think this a great way to mix up the classes.

Some things from Titanfall 1 are no longer around, but I think what they give you in return makes it a fun, balanced experience if you take you time to play around with the classes and customization that you can.  I know some folks will miss the Titan customization, but I think what you get in return (more specialized Titans) is a good trade off.

As far as game modes are concerned.  My personal favorite is Bounty Hunt, where players try to gather fictional money by killing each other or A.I. enemies.  At the end of each round, you deposit your money to your team’s bank.  The first to $5,000 is the winner.  The other game modes are standard FPS stables.  Capture the Flag, Pilots versus Pilots, and Last Titan Standing are simply small tweaks the usual suspects.

One last thing I do want to mention is: ALL OF THE DOWNLOADABLE CONTENT FOR TITANFALL 2 IS FREE FOR ANYONE.  As the game gains age, everyone will be able to get new maps and things without paying a dime.  Electronic Arts says the reasoning for this is that they don’t want to divide the player base into two main categories:  Ones that pay for the content, and those that won’t.  This creates rifts in multiplayer for matchmaking, so by making it all free, there shouldn’t be any issues.

Final Thoughts

Overall, I think Titanfall 2 is a good FPS/Mech shooter.  Everything is balanced out very well, and it is a fun game to play.  It isn’t ground breaking by any means, but the experience is what I would expect from the former developers of Call of Duty.  Overall, I give it a solid 7.5/10.  It is good, but not great, and isn’t a grind but has plenty to do in its content.  Currently, it is on sale for $30, and it is a 100% buy at that price.  I splurged for the much more expensive collector’s edition (hence the pictures with the 1:1 wearable pilot’s helmet) and I don’t regret it one bit, but if you are on the fence about it for the $60 price, I am still having a great time playing it so I would recommend you give it a chance.

  • Garrett

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UPDATE:  The first patch has been released on Wednesday November 30th, and some big chances have come, along with the first round of DLC.  I know I had said earlier that ALL of the DLC is free, but that is apparently not the case.  All of the Gameplay related DLC is free, the rest is paid for.  I’ll explain.

If the developers have a new map or new game mode as part of their DLC, it is free.  This first round was titled “Angel City Regeneration”, and the big part of this is the updated and highly favored map from the first Titanfall.  This part is free for all players, regardless of whether or not they sprung for the standard edition or deluxe.  The other part to his is that if a new gameplay mode is added, everyone will get it for free as well.  This, as stated earlier, is to prevent matchmaking issues between those that would normally buy DLC, and those that would not.

The paid content is in the form of cosmetic changes.  Warpaints, weapon/pilot/Titan camos, Nose Arts, and Callsigns and Banners all require money to get.  It is all fairly inexpensive to purchase (The camos for all of the Pilots, Weapons, and Titans is $4, and all 20 Banners and Callsigns is $3), but just feels a bit odd to me.  Unlike prior editions of Call of Duty where your displayed Banner for Multiplayer is earned by ranking up or completing challenges, there are two additional ways to earn them.  One is now to buy some of them, and the other is the Advocate Gift, which is a random cosmetic unlock given as you rank up and advance.  There are pages of these things, and it is all hidden so you don’t know what they look like until you unlock them.  I think this is nice since you don’t know what you are expecting, but it makes it a grind to unlock all of them.

So, how does this affect my review?  Well, it doesn’t.  I’d still give the game the same score, but I am happy to see that the developers are looking at helping the game be better.  Before this patch, Ion was probably one of the weaker Titans to use since it was just average in every category.  With these new changes, Ion has become quite the force to be dealt with in the multiplayer.  I’m also glad to see that new content being added isn’t just maps.  New Callsigns and other cosmetics are nice to see, even if you have to pay for them.

Minimum Engagement Distances: Why They Exist, and When They’re Appropriate

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At Red Storm East two years ago, I came across a few fellow US players standing around a door entrance, holding their dicks, debating if breaching was going to be on the agenda that day, or if they were going to just toss flash bangs (poorly) at each other until someone called out.  I proceeded to stack them up (using their confusion and a loud voice to get them moving) and entered the room.  In the 6 seconds following me going in the room, I was shot about a dozen times, and point-blanked in the face by one of the last friendlies in the room.  Apparently as I turned away from the enemy fire and crouched, my friendly thought the guy kneeling down in the same Multicam he was wearing needed some BBs in the face.  I was not wearing any mesh, and my shemagh is still stained red from someone helping me wipe off the blood from the hole in my nose.

Today, we talk about Minimum Engagement Distances (MEDs).  Why fields have them, why some don’t, and how you can prepare yourself and your gear to be able to play in the different environments based on those rules.  Any insured field (any place you’ve filled out a waiver), often have their MEDs dictated by the insurance company based on the maximum allowable FPS (or more specifically Joule count).  This means that fields sometimes have to limit their FPS severely to eliminate MED.  With that in mind, there are generally two schools of reaction to this.

First, some fields will have a higher FPS max and create a “BANG BANG” rule in combination with a 10 foot minimum range.  In theory, if one player has the other dead to rights, you can call “bang bang” and they should, in theory, call themselves out.  That, or you just have to parlay if neither player has the drop on the other.

The other option is to have a lower FPS limit and just point blank people until they call it.

The fields I frequent the most have somewhat of a mix, which I enjoy much more than your standard affair.  They have 2-3 levels of FPS range, green (less than 350 or 400), yellow (400-450), and red zone (500+).  There are simple rules for these: no MED for green, 50-100 feet for yellow, and 100+ plus for Red.  They also disallow full auto inside CQB environments to prevent grievous over-shooting.  This means if you show up with an HPA gun cranked out, or an upgraded sniper rifle, you can still play and find a happy niche.  When I run my EBR at these events, I will often transition to my pistol or MP7 to clear out the close up areas.  So I have my DMR for engagements over 50-100 feet, and then my sidearm for clearing out buildings or getting close.  We also have in CT the “Gentleman’s rule” where you can offer a “bang bang” to someone, but it’s not mandatory.  If you do, they can surrender… but they don’t have to, and many a youngling has eaten a BB center mass trying to “bang bang” me.  Karma will get my ass, but until then, I always put a round in and then there are no arguments that can arise from mandatory “bang banging.”

“But Sober Joe! I want to run my gun at 600 FPS and shoot people in the dick from 1 inch away!”

To this I say “Go Fuck Yourself.”

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That is my FMA helmet from where I ate a BB at less than ten feet by a supposedly chrono’d gun.  The field in question I don’t go to anymore, because they do not properly chrono, and do not tournament lock or re-check HPA rigs.  That helmet is a physical example of why I don’t aim for the face on purpose, and why I don’t take kindly to people bragging about running hot guns.

MEDs are there as a safety margin.  For us MilSim players, MilSim West was fantastic, because there was strict chrono procedures, and the lack of an MED made for zero arguments about who shot first or who had who dead to rights.  It is up to the field to regulate and enforce their own MED rules, but it’s the player’s responsibility to know ahead of time if their airsoft gun is in regulation to play at fields, and to know exactly how far any required MED is.  If you look over from your computer screen and can’t gauge that distance, take out a measuring tape and get a look, it’s a lot closer than you think.  If you’re worried about a close encounter of the airsoft kind, even something as simple as a shemagh or facewrap can help prevent a serious injury, but if you’re in a CQB field, most now require full mesh or paintball masks.  Do not bitch, this is to protect your teeth because at less than ten feet you should consider tooth protection to be as mandatory as eye protection.

So…  This was a ramble and story time, but hopefully you had some fun reading it.  I guess my point is that fields need to actively review their safety procedures and make sure they’re doing what’s right for their players.  Many of us would rather have lower limits and more stringent procedures with no minimum engagement distance, but there may be situations where it would make sense to allow a higher velocity, but then enforcement of engagement distances and fire mode limits REALLY needs to be top notch.  So make sure you’re being safe out there, and keep the game fun for all of us.

-Sober Joe

Editor’s note: At this point, I’m just throwing up Joe’s ramblings as a growing chronicle of his rampant alcoholism.  It’s quite amusing. – E House

Announcement: Gun Gamers Will Be At SHOT Show 2017

Gun Gamers has been approved to attend SHOT Show 2017 as media. E House and Andre will be in attendance, and you bet we’ll have our cameras ready and our ears to the ground! Of course, this is always exciting news, and we are very much looking forward to bringing you guys our unique coverage across multiple facets of the airsoft, shooting, and gear industries. As you may recall, last year we brought you photos and videos of some unique stuff that no one else talked about, and we even managed to be the first to bring you news about some products before any other outlets. This year we hope to see lots more exciting stuff, and if you would like to meet up with us, or if you have any intel on cool stuff to look for, be sure to contact us on our Facebook page.

To anyone in attendance, we look forward to seeing you there, and to anyone not in attendance, we’ll do our best to bring you all the best stuff you need to see!

-E House

Airsoft In The Winter, Or Not?

Tonight’s article is about how to airsoft in the winter.  That statement is meant to be broad, because we have readers worldwide that might have temperatures in the 70’s in the winter, or sub zero.  I’ll break it down into my recommendations, and what I personally like to do for the winter on the North East coast of the USA.

First off, storytime!  So at Hunter’s Creek in upstate NY, we decided to do some winter practice as a team.  This involved getting everyone together and running short drills.  I learned three extremely valuable lessons that day: First, gas and electric guns run very differently sub 60 degrees fahrenheit; Second, it is painfully easy to get lost in the snow; and third, if you get snow in your boots and don’t realise it, and then sit in a bush for 2 hours, you will get first degree frostbite and spend the rest of the day in front of a fire unfreezing your feet (and partially melting your boot because I was 18 and clinically braindead).

If you decide to play in the snow, please wear appropriate cold weather gear, and wear it head to toe.  A hat, or insulating cover under a helmet (they make them specifically), a face mask, thermal underwear, gloves, good quick drying socks, and winter boots are all essential for really deep cold.  Your high speed Merrells do not count, they are meant to be water draining, not insulating and you’ll have a bad time.  Also, wear chapstick!  Everyone forgets this one, but considering you’ll be trying to hydrate as much as you would be in the heat with all the gear on, a little balm goes a long way.

Airsoft guns work differently below 60’s (40’s for AEG’s).  For gas guns, we’ve found that MAP (this includes Red gas, etc) works well, but make sure to use lube on your seals before and after game play, and do not let that gas sit in your mags afterwards (mandatory flammable warning).  Make sure your gas gun also can handle the higher pressures as well.  At the end of the day however, below a certain temperature, you’re going to see such a performance drop, no gas will be able to make a gas gun function well enough to play.

AEG’s used to be completely crap in the winter.  For one thing, the old school NiCad batteries would drain ultra fast in the cold (interesting electrical physics of cold conductivity, look it up if you want to be a huge nerd).  Gearboxes can tend to lock up faster due to the lubrication gumming up in the cold.  The plastics in the gearboxes would also become extremely brittle, and we had more than a few pistons shear from the plastic just not holding up.  Those with reinforced parts may find that using a LiPo in the winter and staying off the fun switch will help increase both the lifespan of the parts and your time between recharging, but that wasn’t as common an option back in the day.

As for your Drunkle Joe, I say fuck it and stay indoors during the winter.  Now is a great time to do inventory, do complete overhaul maintenance, and save up money for the next year.  This year I played monthly, went to a national op, and generally beat the hell out of my gear.  A good plan for any “responsible” airsoft player who wants to do this is as follows: Work out your budget for which games you’d like to go to the next year, include your income (mommy’s dollar), travel, food (beer), the game cost, and making sure you have working guns.  I made a list of the guns I want to be overhauled, I’m doing complete teardowns and rebuilds of all my gas guns, using my notes from this year to figure out what gear I would like to sell or replace, and generally making sure that all my vests and gear get a good lysol and scrub down.  Come the spring time, I’ll have practically brand new stuff to play with, and won’t worry about spending the money since I didn’t play for almost 5-6 months.

Now, as a final note, if you happen to have an indoor field, you can pretty much ignore most of this if they heat it well, but the point is if you do a lot of national MilSim games, or are broke as hell like I am, taking a breather is also a great way to not get burned out!

This article was brought to you by a metric ton of Deathwish coffee.  I SEE VALHALLA.

-Sober Joe