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Post by Zorak on Oct 7, 2012 2:03:08 GMT -5
A little off topic and kind of a broad question, but I'll ask anyways. I've been considering running a Surefire clone for quite some time now, but can't quite make myself make the purchase because tac-lights just don't seem practical for airsoft. Although I could be completely wrong, considering I've never ran one before. What are you're guys's opinions? Worth it or is it basically just a "tacticool" attachment? In specific situations, they're essential, but those aren't subtle situations. They're the times when you can't fight because you can't see anything. When fighting at night, or in poorly lit buildings, or occasionally when moving from outdoors to indoors, having a light at the ready is huge. Otherwise, it's useless. Lights can also work against you if you don't use them right. If you can't resist the urge to backlight your teammates, or if you habitually forget to pulse your light and instead use it as a giant "shoot this way" beacon for the other team, bad things will happen.
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Post by Myers on Oct 7, 2012 20:21:14 GMT -5
I don't play much CQB, so I guess I'll pass on one for now. Probably will pick one up around Christmas to compensate for the lack of outdoor games. Hopefully will be playing plenty of CQB this Winter. Thanks for the info guys.
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Spear
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Post by Spear on Oct 9, 2012 19:10:18 GMT -5
Pretty much to extend on what Zorak has said...I've played several night games where I was the only one with a torch. I dominated those games, and the difference was my light.
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Post by Phantom G3 on Oct 29, 2012 12:17:16 GMT -5
Sometimes while playing CQB, you may find yourself in an area that is poorly lit like Zorak said. There may be enemies hiding in the shadows and in corners but you wouldn't see them without one. I'm not saying keep it on like a jackass and kill everyone's eyes, but pulse it in areas where you think you need it the most and it will save you. There haven't been too many times where I need a flashlight for a CQB game, but when you do need it, you really wished you brought one. For night games, it is pretty essential so you don't fall down a hill... haha
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Post by Ogre on Nov 6, 2012 12:45:16 GMT -5
In . Lights can also work against you if you don't use them right. If you can't resist the urge to backlight your teammates, or if you habitually forget to pulse your light and instead use it as a giant "shoot this way" beacon for the other team, bad things will happen. Why does this sound like every single night game I've played.... I need to invest in some Night Vision..... EDIT: In all seriousness and in response to the OP anything over 200 is over kill. My flashlight is rated at 310+ so I only use it on the medium, low and strobe settings.
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YoYo-Pete
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Post by YoYo-Pete on Nov 6, 2012 12:56:22 GMT -5
Yeah, I agree with that sentiment.... I'm probably going to end up with my current light used for my real steel (once that happens) and get some surefire (ideally focus-able) imitation for airsoft & MilSim.
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Post by Knife on Nov 6, 2012 13:17:41 GMT -5
Edit: In all seriousness and in response to the OP anything over 200 is over kill. This isn't true. There are quite a few applications where a 200 lumens light is not near enough. If you've played any night games and have needed to engage or identify targets are a distance it is often not enough. Doubly so if they are obscured by some kind of cover or in a building. For indoor or CQB games, 200 is more than likely sufficient for what you want to do. There are still exceptions to this in large buildings, such as those at Northern Lights this year. I've also found that 225 lumens with an IR filter has limited use outdoors with NODs. It doesn't make things much brighter. It might be more effective indoors, but I haven't run NODs indoors yet. I should also mention that my experience is mostly with an incandescent bulb in a Surefire M900 rated at 225 lumens. I've used it multiple times at night, and a ton in CQB. In CQB it is largely sufficient outside of huge buildings. At night or in large MOUT areas it leaves a bit to be desired.
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ctres
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Post by ctres on Nov 6, 2012 13:39:15 GMT -5
Keep in mind that a lot of it's effectiveness has to do with the throw. The shape of the reflector has a huge effect on how far a light can effectively be used. I don't know a whole lot about the m900 but I can say that you don't really ever see any pics of SOF guys (who pretty much can get what they want in this department) with lights that have over 200 lumens on their weapons, and they can shoot a lot farther than in airsoft. I would assume that your m900 probably has a wider beam pattern than something like a scout m600c that has a smaller bezel diameter but a similar lumen output. This would make it less effective at longer ranges.
Sure there are times when it may be beneficial to have more than 200 lumens but one must find a happy medium that won't burn through batteries like crazy and gives a reasonable output for a variety of ranges.
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YoYo-Pete
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Post by YoYo-Pete on Nov 6, 2012 13:45:36 GMT -5
My fenix TK21 lights everything up like day time... has a nice flood but throws real far. I dont know if flood would be better or a more focused beam. I can see practical use for either/both. Likewise it has 3 beam settings and the strobe so I can always dial it down.
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Post by joecopper on Feb 20, 2013 16:50:24 GMT -5
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Post by Gimpalong on Feb 20, 2013 16:57:21 GMT -5
I think this has been mentioned before, but when buying or deploying a particular light, take into account the fact that you're going to be shining it in another participant's face.
People using weapon lights in the "real world" aren't worried about the lasting impact that their high intensity light will have on the person they are shining it on.
On the contrary, in airsoft, we try to take care to avoid injuring another player.
There's no hard and fast "rule" about what level of lumens is dangerous or potentially harmful. You should, however, be able to use common sense. A 200 lumen light is probably fine, a 2000 lumen light is probably not.
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Post by Puma1 on Feb 21, 2013 23:21:42 GMT -5
In my experience, in outdoor night games flashlights are almost always a disadvantage. They basically alert the other team where you are, eliminating all chance at anything stealthy. What I have found amazingly useful are the 1$ glowsticks you can get pretty much anywhere. Any night player knows that even a little light goes a long way. By throwing them you can backlight and mark your enemies. Also you can see outlines really well this way (people tend to move to get out of the light, giving you a nice target). As far as I know, this is a 100% original idea, but try it out sometime. And btw, once you've thrown it get the hell out of that spot, or better yet throw it from where you cant be seen. Good luck my friends and hope it works well for you as well. Let me know how it works for you.
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Post by cqbr on Feb 21, 2013 23:43:24 GMT -5
So you...spot an enemy, crack a VISIBLE chemlight, and then throw it at them?
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Post by Tank on Feb 22, 2013 0:07:06 GMT -5
So you...spot an enemy, crack a VISIBLE chemlight, and then throw it at them? Well not really at them...behind them. That's the only way to get that cool silhouette effect. You know I swear, sometimes I wonder if you're even paying attention.
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Post by cqbr on Feb 22, 2013 0:27:20 GMT -5
I'm paying attention, it's just a terrible idea is all. To each their own I suppose. *shrug* Edit: I take that back, that sounds like it would work 100% rong time. Everyone should give it a go.
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