Bartledan said:You know, I've been thinking about this, and I think the right way to shoot this was hit the activator, then reload (that's what I did, so far), call it 1.5 seconds. Then, take only the first 2 targets, A's and C's, while the slider is moving slow. (This is not what I did)
Well, I agree with the activator before the mag change, there was lots of time to do that (hehe, last year in Quebec provincials, same slider, same activator, I played it safe and changed mags before activating - Cliffy whipped me on that stage, by about 2second. So this time around I shot the popper first, and it worked out great - well, THAT part of the stage, at least).
Re should you shoot at the first target on the mover. Let's analyse this:
By that point, you'd probably be at about 18s. If you take those shots then you are adding about 2.5seconds to your time (about 1-1.5s for the activator to fall, then a second of shooting). So, you are adding about 15% more time. If you hit AC, that's only 8 points; that was a what? 120point stage? 40 points on the slider, so the main stage gives you 80points. Assuming you had good hits up to then, you'd be adding 10% to your points.
So, it really looks like, in the best case scenario, you'd be close to just breaking even, and if the activator takes a little bit longer to fall, or if you pull the shots on the mover, you'll actually end up far behind. Never mind if you actually hit the PT in the middle!
So, my thinking about a stage like that would be - I know I can do it quickly, I won't get the max points, but most of other people will try to shoot at the mover, so I'll be way ahead of them on time. If someone goes really quickly, and gets really good points on the mover, they'll probably beat me by a couple of percent, but I'm guaranteed to be very near the top - no one will spank me. On the other hand, if I go for broke and I try to spank everyone else, I might do that, or I might crash and burn with 2 hits in the PT and no good hits on the mover.
At least that was the plan before gun problems which ate up the time advantage, so no choice, had to shoot, and the rest is history
Honestly, it was the same logic with the drop turners - had you gone though the port, you would have come on top, but the difference in stage points would have been very small, so it would still be a tie, really, like it is now, but I didn't need to depend on getting good hits on very difficult targets, I was playing to my strenghts. It was the opposition who had to perform at the top level in order to catch up, and maybe go in front a bit.
This is where knowing your opposition comes in handy, you know what they can do and you factor that in.
Of course you can never know when someone new pops in and screws up the equation!!!!!
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