precto: (Ryoko; WHY ARE WE YELLING)
Cypher ([personal profile] precto) wrote2010-06-18 01:09 am

How to GUNZ

Guns are probably one of the most misunderstood universal concept that I've come across in roleplaying. Whether it comes to the naming of the parts, gun safety, or how they work, it's very commonly done wrong. So hopefully this will work as a good reference guide to anyone who wishes to have their character go on a shooting spree at some point.

1. A magazine is not called a "clip".
This is a common mistake, not only in the written world, but in Hollywood and even real life. Thankfully, this can be solved and described in one easy image.




2. The average pistol is not a "draw and fire" kind of thing.
There are two types of handguns. The revolver and the semi-automatic. When it comes to personal carry, many prefer semi-automatic because it is generally more compact and easier to fire. But there is a downside to using a semi-automatic. It must be manually cocked before being fired. There is no speed drawing and shooting when using a semi-automatic handgun. Yes, you could cock the gun before holstering it but that is the quickest way to get a bullet hole in your leg or foot. Any moron knows this is a bad idea.

On the other hand, revolvers are great for drawing and firing but they have no safety mechanisms and tend to be harder to wield. Not to mention they are usually limited to firing 6 rounds before reloading while semi-autos can average between 9-15 rounds.

But if your character is packing a semi-automatic, if they enter a close combat confrontation without it drawn, chances are, they won't draw it unless they are in a safe position. A gun cocking is a distinct sound and is often used as a warning. But it takes time and anyone nearby will know to either run or get rid of that person if possible. That is why you don't stand in the open with a semi-auto, cock it, and expect to fire it accurately in a split-second. That is ridiculous.

3. Headshots are not best shots.
Anyone who has had even a slight training with a gun will know that scoring a headshot through skill is impossible and is best left to luck. Instead, you always aim for the center mass. A shot to the chest can incapacitate a person just as well. There are three places on a human body where a bullet can be nearly instantly fatal. The head (for obvious reasons), the heart (for obvious reasons), and the kidney.

The kidney, you say? Did you know if you puncture the kidney, a person will automatically go into shock? In a fight, that's as good as saying they're dead.

4. One shot is never enough.
Ever heard of the term "doubletap"? If you haven't, you should probably take the time to look it up if your character uses guns. To put it simply, always fire twice or more at a target to ensure that the target it actually dead as opposed to just injured.

5. Pistol sniping.
Get the fuck out. Pistols, against moving targets, are only good to about 50 yards. You don't snipe with pistols.

6. Shotguns will fuck you up.
You've played video games, right? Shotguns always seem to be horridly bad at medium to long ranges. If you ask why, you'll actually realize that, in real life, shotguns can fuck you up at medium ranges and would be overpowered in video games if they implemented it like that. You don't have to be within 25 feet of a target to ruin them with a shotgun. They can be a lot further away and still get killed/injured badly.

On the note of shotguns, if you're using them to fight zombies, YOU'RE DOING IT WRONG. Just letting you know. Shotguns suck against zombies, no matter what the movies and games tell you.

7. Bolt action rifles are inherently more powerful, accurate, and reliable than semi-automatic/automatic rifles.
Not much explaining needed here. Bolt action rifles are generally used for sniping because you can drag them through mud, load in a bullet, and still hit the target at a long range. Semi-autos and autos can fire much faster and load much faster, making them superior to straight up combat but can't take as much beating and dirt as a bolt action.

8. Don't bring a knife to a gun fight.

9. Don't bring a rifle to a tank fight.

10. Trigger discipline can define a shooter.
That's right. Trigger discipline. What this means is that your finger is not on the trigger unless you're about to pull it. This is actually a big deal because anyone trained on guns will know this. Actions outside of this are considered very gangster and amateurish. Remember, guns are killing machines. Not chunks of metal and fiberglass that you can wave around at people.

11. Think of the recoil.
Gee, it sure would be nice to go full auto. NO. IT WOULD NOT BE NICE. Only amateurs and ammunition wasters use the full auto function on rifles. You're probably not going to hit anything with it. All full auto is good for is laying down cover fire to force your opponents to hide while you take your next action. For those who do use it, remember that your gun will most likely pull up and to the left. Adjusting for this is terribly difficult, which is why accuracy after the first shot fails.

12. Stability = Accuracy
The more stable your arm and body is, the more accurate your shot will by. By that statement, bracing your arm against an object (tree, wood, car, your own knee, the ground) is best for target shooting. That is why kneeling and lying down on teh ground will provide some of the best shots. Nothing will destroy your aim like your arm flapping in the wind, let me tell you.

13. Gun Hygene and you.
Having trouble keeping yourself clean? Have fun taking care of your gun. Powder and other grime inevitably builds up in the barrel of a gun. This causes louder shots, more smoke, more inaccuracy, and decreased range. If you don't take care of it, your gun may even backfire on you. By the way, that means the back of the barrel will explode instead of the bullet exiting the front of the barrel. Which means your eyes and arms are pretty much ruined if you don't accidentally die from that.

Don't forget to lubricate the parts too! But don't use too much oil or dirt will clog up in it, causing the gun to lock up, creating unwanted jams in the middle of battle. That could be the death of you.

14. Gunshot damage is awkward.
When a bullet impacts a person, it actually flattens. Therefore, the hole the bullet makes when it enters the body is much smaller than the one made when it exits the body. And this isn't just a little, it's ALOT. It's the exit wound that will cause the most bleeding.

And god forbid the bullet doesn't actually exit the body. That means it hit something it couldn't penetrate and bounced around inside you, ripping up everything in its way. Unless it's a hollowpoint bullet. Then it's just stuck in you and has ruined your day by ripping a huge swath through your body.


There's probably some stuff to add to here but I can't think of it at the moment. Hopefully that tl;dr was at least a mite bit informational and helpful. Leaving it unlocked for everyone forever to view.

[identity profile] w4rp3d.livejournal.com 2010-06-18 05:20 am (UTC)(link)
Kneeling for better accuracy, as it is a more stable position than standing upright?

[identity profile] kittycrystal.livejournal.com 2010-06-18 05:21 am (UTC)(link)
Thank you.

Thank you.

Thank you.

Thank you.

Thank you.

Thank you.

Thank you.

[identity profile] invader.livejournal.com 2010-06-18 05:36 am (UTC)(link)
YES.

[identity profile] gonsai.livejournal.com 2010-06-18 05:42 am (UTC)(link)
Man, Wild ARMs breaks so many rules of gunplay, but then again it justifies it with Our Guns Are Different or some other shit.

That and Rule of Cool. Hell, Virginia looks like she's using gun-kata half the time.

[identity profile] cloudxsora.livejournal.com 2010-06-18 05:46 am (UTC)(link)
/bookmarks

[identity profile] milo-reed.livejournal.com 2010-06-18 05:50 am (UTC)(link)
And this goes right into my bookmarks folder.

Thanks!

[identity profile] kasumi-blue.livejournal.com 2010-06-18 05:59 am (UTC)(link)
Good thing all my characters use dem lazer guns.

Nice guide, though.

[identity profile] atoli.livejournal.com 2010-06-18 06:10 am (UTC)(link)
/also mem's

I wish I knew most of this stuff when I was playing my gun wielding character. Even after researching some I still didn't know much of anything about this stuff. /o\

[identity profile] gaulish.livejournal.com 2010-06-18 06:22 am (UTC)(link)
omfg I love you ♥

This made me happy, btw

[identity profile] blue-raven64.livejournal.com 2010-06-18 06:37 am (UTC)(link)
Automatic fire does Terrible Terrible Things to your accuracy and ammo supply, I agree. Sometimes it's necessary (penetration on a hardened target, suppressing fire) and muzzle climb can be controlled (such as with a tripod) but in general, yeah.


...I remember reading something about bullets that went straight though a target, but...that may have been related to stopping power and why the US upgraded to a heavier round. I may be misremembering.


Also, DUAL WIELDING. GTFO, THAT SHIT IS BANANAS D: Multiple guns are carried to skip the process of reloading in an extended firefight.

And the only round that is stopped by unarmored doors is birdshot.

[identity profile] thornsmoke.livejournal.com 2010-06-18 07:07 am (UTC)(link)
None of my lineup, past or present, used guns, but this makes me wish they did. 'Least I can still get mileage out of the kidney tip!

[identity profile] newcenturysace.livejournal.com 2010-06-18 07:11 am (UTC)(link)
Man, you're such a bro. It's funny, I'm been a gun-nut and a military otaku for so long that it doesn't even occur to me that so much of this stuff isn't common knowledge. YOU'RE DOING A GOOD THING HERE MAN KEEP IT UP.

I'm just gonna add here,

Anti-tank rifles are usually shown as capable sniper rifles in fiction. For the most part, they suck at this role but where frequently relegated to this action only because they sucked a lot harder as anti-tank rifles.

[identity profile] pridefall.livejournal.com 2010-06-18 07:14 am (UTC)(link)
ilu

/mems

You should do one of these for swords and "shinobi" types.

[identity profile] lanoyee.livejournal.com 2010-06-18 07:28 am (UTC)(link)
Awesome, and informative post! So going to my bookmarks. Especially if I ever want to draw a comic that involves guns...

[identity profile] ruxi.livejournal.com 2010-06-18 09:33 am (UTC)(link)
Gun overheating, the moderate horror of nearby gunshot noises, and the recoil impact on your arm are also frequent victims of "lol wut is research" writing-wise, sob.

[identity profile] sparkledyne.livejournal.com 2010-06-18 12:28 pm (UTC)(link)
Oh wow. BOOKMARKED, in the case I ever play a character with a gun. 8Db You're awesome for putting this together, Caleb.

[identity profile] shiroyuki-kun.livejournal.com 2010-06-18 04:28 pm (UTC)(link)
I had figured most of these out, considering my iam_the sticker says Train Heartnet (and they covered at least four of these rules in Black Cat flashbacks of Train's training with Zagine) but if I do any ridiculous what the fuck with him using a gun it's only because the character has done it in their own series.

Like here's another one- I know a bullet can't ricochet off of surfaces like EIGHT TIMES and still carry the same impact depending on the distance between the ricochet points, and the surface material of the ricochet point, but I still play a character that can do this...FOR NO EXPLAINED REASON.

Fiction =/= reality. Some of these are still actual rules within fictional gun weilding as well, but there's just a few you have to excuse considering half the people that weild swords that are RPed can CUT BULLETS too.

[identity profile] rinnington.livejournal.com 2010-06-18 05:18 pm (UTC)(link)
I really appreciate this! I fail so hard at guns; I've tried to do my research but there's just a lot I don't know or don't understand.

/bookmarks
empanadas: (misc  ♦ spaghetti cat)

[personal profile] empanadas 2010-06-18 08:02 pm (UTC)(link)
You know what? I'm using your post as a guide considering that one of my characters is supposed to be gun savvy. Thank you for the lovely write-up!