Pro2AInPA Posted April 9, 2010 Share Posted April 9, 2010 (edited) What do you guys think? Any problems? Targets:12 IPSC, 1 USP, 2 no shoots Scoring: Comstock, 25 rounds, 125 points Scored Hits: Best two paper, KD steel = 1A Start position: Gun loaded in holster, hands on X's Stage procedure: Upon start signal, engage targets as required to score from within fault lines. USPSAstage.ppt Edited April 9, 2010 by Pro2AInPA Link to comment Share on other sites More sharing options...
AR Gunner Posted April 9, 2010 Share Posted April 9, 2010 I see some shoot-through issues. Link to comment Share on other sites More sharing options...
Dan Hefta Posted April 9, 2010 Share Posted April 9, 2010 Looks good, easy to setup. If you want to force shooters to shoot through the windows you will want to ad some more walls or no-shoots, but you are on the right path. Link to comment Share on other sites More sharing options...
Dan Hefta Posted April 9, 2010 Share Posted April 9, 2010 I see some shoot-through issues. Those can be tweeked on setup day though. Link to comment Share on other sites More sharing options...
Pro2AInPA Posted April 9, 2010 Author Share Posted April 9, 2010 I see some shoot-through issues. Just threw this together quickly in Powerpoint. Actual stage setup would position targets appropriately as to avoid any shoot throughs. Link to comment Share on other sites More sharing options...
Pro2AInPA Posted April 9, 2010 Author Share Posted April 9, 2010 Here's a quick revision. USPSAstagerevised.ppt Link to comment Share on other sites More sharing options...
jasmap Posted April 9, 2010 Share Posted April 9, 2010 (edited) I like it. It's fast, fun, and has at least one timing issue the shooter has to work out. I like it. Edited April 9, 2010 by jasmap Link to comment Share on other sites More sharing options...
Aristotle Posted April 9, 2010 Share Posted April 9, 2010 (edited) Revision is better, but you still have the one from the start to block. Otherwise, if I shot this stage, i would immediately go right and shoot the first two on the move. if your intent as a stage designer is to force the shooter to shoot it through the port, you'll have to make it only available through the port by blocking it somehow. Walls aren't the only answer, you can utilize some barrels that will be a quick fix and easier to set up/break down. Edited April 9, 2010 by Aristotle Link to comment Share on other sites More sharing options...
Pro2AInPA Posted April 9, 2010 Author Share Posted April 9, 2010 I will work out a way to force the shooter to use the first window. Thanks fellas. Link to comment Share on other sites More sharing options...
SA Friday Posted April 9, 2010 Share Posted April 9, 2010 I didn't read the thread, but made a few revisions of the ppt to show what I would tweak in the stage. It's a good stage, but I moved some of the targets and fault lines to work out shoot-throughs. I also moved some of the targets to get a few more engagement options. FWIW. USPSAstage1 SA Friday revision.ppt Link to comment Share on other sites More sharing options...
Nik Habicht Posted April 9, 2010 Share Posted April 9, 2010 I will work out a way to force the shooter to use the first window. Thanks fellas. Why? Options are good. If you angle the targets correctly, it'll really be a tradeoff -- easy shots through the port versus taking harder shots on the move..... Link to comment Share on other sites More sharing options...
Jim Norman Posted April 10, 2010 Share Posted April 10, 2010 (edited) Deleted this post as the one below it is identical, but I had screwed up posting my revision of the stage. Just for the record, I might stick this one in a pit at one of our matches soon. Maybe Pit two? Edited April 10, 2010 by Jim Norman Link to comment Share on other sites More sharing options...
Jim Norman Posted April 10, 2010 Share Posted April 10, 2010 I looked at it and made a couple revisions. Nik, allowing the 'harder shot' on the move may work, but it does increase the potential for a 180 break since the targets would be immediately past the fence and the no-shoots would be only partially blocking. 1/2 a step too far or a little lag is swinging straight and DQ. I added two small fence sections in place of the port at the end of the stage, increases the challenge as the timing will be more difficult, bu removes the height issues that a port can sometime generate. If we are hiding a target down low, that is one reason for a port, but ports for shots that may be taken on approach to a target array increase the likelihood that there will over time, especially at a club match, be scored hits that actually passed through the port's border and are not caught or taped. I also moved the start back to the right of the port to encourage the two-step shuffle and added a No=Shoot to further restrict access to the first to targets. If I had a wall section I might put in place of the two NS targets. You could then put a port in it and allow for the shooter to make the choice, but a partially blocked target on a near 180, I just don't care for. Link to comment Share on other sites More sharing options...
Nik Habicht Posted April 10, 2010 Share Posted April 10, 2010 Nik, allowing the 'harder shot' on the move may work, but it does increase the potential for a 180 break since the targets would be immediately past the fence and the no-shoots would be only partially blocking. 1/2 a step too far or a little lag is swinging straight and DQ. Not if you set/angle them correctly, and maybe add a freestanding no-shoot or two..... I never said they had to be immediately past the fence -- you've got a little space there, and I like options. Risk vs. Reward, baby..... Link to comment Share on other sites More sharing options...
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