Quote:
Originally Posted by Blackeagle
. Because everyone is trying to get a good time, they go running down the long hallway to try to get to the corner as quickly as possible. In real life, an assailant could pop out around that corner at any moment, and rather than sprinting down the hallway, it would make a lot more sense to move down the hall at a walking pace, probably with the gun pointed in at the corner where a threat might appear just below line of sight.
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The problem in that club is bad SOing and bad CoF design doing vanilla stages for the gamers. A shooters turns a corner without slicing, he gets a procedural for being stupid and if he is willing to take the procedural because the math of going fast gives him a final advantage, then you nail him with a Failure to Do Right and that will kill his dream of a first place ending. In the design front, a hallway stage can be designed to put the brakes on gamers by changing the no-shoots targets from shooter to shooter or simply placing no shoots in the worse possible angles to partially block the targets. We do this on a regular basis and it will make you slow down to scan which is which.
Again on design, Are stages designed to challenge the shooter by having them shoot in other than standing positions? Or facing irregular cover & concealment?
Combination of Near and Far targets?
Strong Hand Weak Hand drills? Shooting from sitting, laying down (face up, face down, on the side, etc)
This one is just for showing off the quality of our participants
