How to plan for activating targets Any tips for timing in walkthroughs?
#1
Posted 30 November 2008 - 04:15 PM
Thanks, any help is appreciated. Also, as always, if it's in another thread just point the way.
#2
Posted 30 November 2008 - 05:57 PM
Also realize that in the walk through the activator is pushed down faster than it would fall when shot, so it makes the activation seem faster
This post has been edited by Supermoto: 30 November 2008 - 06:00 PM
#3
Posted 30 November 2008 - 11:42 PM
Watch any shooters going before you, see what they attempt and pay attention to their hits. If you know them and their abilities, you can develop a pretty good gauge for translating their performance to your plan.
Every stage is different --- on some a riskier plan might pay off, on others you might know going in that you'll need every point. Plan accordingly. Waiting for a mover sucks, rushing and nailing a penalty target or two, or missing all suck worse than waiting.....
In an ideal world, you'd always shoot the mover at a planned time after activation, on some stages that may not be possible. Try to figure a plan that allows for the fluidity required to spend the least amount of time waiting. By fluidity I mean this: When I hit that position if the mover's there I'll shoot it; if it's not I'll take these static targets and then shoot the mover...
You're shooting Steel like an A class shooter. Why are you shooting the Paper so slowly? ---- Dave Marques, Production Nationals, 2005
This is a game of high-speed precision. If you don't precisely plan what you want to happen, there's not much chance that it will. ---- Brian Enos, 2004
#4
Posted 30 November 2008 - 11:49 PM
- Sam
Amateurs do it til they get it right. Professionals do it til they can't get it wrong.
"It's not the will to win that matters - everyone has that. It's the will to prepare to win that matters."
- Paul "Bear" Bryant
"The only reason why Everest is the highest mountain ever climbed is because it's the highest. If there was one higher, I bet there'd be people trying to climb it."
- Jack Barnes
#5
Posted 01 December 2008 - 08:26 AM
Like the transition time to a 6" plate is near twice what it is to a full size paper target,- For most shooters anyway-.
Picking up a metal plate target after the activator and before the moving target is a bit of a stretch for most shooters.
The next rule of thumb would be if you have to move your feet to get to extra target,= not such a great idea.
Get your self a some coaching, from a shooter that knows how to coach / teach. Teaching and coaching are not the same thing. A coach will evaluate what you are capable of, & help you make your best performance. with a push to get you to stretch to the next level.
Some one that says ....Slow down and make your hits. is just an experienced shooter ..."A smart shooter" but not a coach.
Good shooting has a lot of work behind it, lots of Dues to pay
Every dollar I have spent on coaching & teaching has come back to me 25 x what I spent.
Rudy Project shooting team
TY18956 / Steel Challenge 1060
#6
Posted 01 December 2008 - 10:52 AM
1. Discuss with other shooters how they are going to do, and use it considering their skills and division – their timing might be different from yours
2. What happens after the activation – What is the best time to engage? Close to the activation; the later the better; or something in between? Swingers that are not visible after they stop are better engaged (for me) just after 1 or 2 swings when the speed start to slow down just a little bit. If they are visible after they stop, the later the best. Targets that collapse after being activated, are better engaged (again, for me) iimmediately
3. What targets do I have before and after I activate? Can I hit some, activate, hit some more and they engage the target I just activated? I would consider the time that it would take to have the target ready after the activation and my time engaging the other targets (full paper targets take less time than small steel plates)
4. Build a target hit order based on all items above. There is no single answer as there is no single COF – each one requires analysis that matches your shooting skills and preferences.
#7
Posted 01 December 2008 - 11:02 AM
open division, it's the only way to go!
i feel the need for speed!
#8
Posted 01 December 2008 - 04:49 PM
Through practice and matches, you'll learn how fast you can do things.
Through watching the actual activation of the target (every set up is different, even using the same equipment), you'll see how much time you have.
Some use a stopwatch. That helps especially when you're first starting out. Some instinctive shooters just know how much they can do in the time available (a sense developed over time).
It helps to visualize your run. It helps especially to visualize it in "real time" (the time it takes from the imagined beep to your imagined last shot is the same as the run itself).
Being unconquerable lies within yourself - Sun-Tzu
#9
Posted 01 December 2008 - 05:46 PM
http://www.youtube.com/user/TheBoz1911 - comments welcome
#10
Posted 02 December 2008 - 01:08 AM
Figure you have a full second before the popper gets that mover going. Now, figure out what you can do in that time frame. (Most can transition to the Alpha on a static paper target, shoot a split for another Alpha, then transition to the moving target in that time frame.)
Swingers and drop-turners...I treat them as if they were static targets. DT's are easy, because the A-zone is staying in the middle (and is about a foot tall). Swingers, they slow down...stop...then, start to go the other direction. If they are available to shoot at this junction, then they are ease...just like a static target.
Here is an example. The right popper falls on a suspended trip wire (you can see the supports). The swinger, it is shot at it turning point...where it kinda pauses for a bit of time.
http://www.youtube.c...h?v=iBwPYIlwCdA
I see shooters of all levels (even my Master and GM buddies) get caught up on what they can "get in" between the activator and the mover. They get pulled into a speed focus (which is bad). What works for me is to turn up my vision. To hit solid.
In that video, it doesn't show very well, but I had a slight pause on my first shot. It wasn't on purpose. I was just off a bit on the draw stroke. I knew that I'd need to have solid hits all the way thru, starting with the first shot.
It might not look too fast, but I won that stage. And, I could probably repeat that same run over and over.
When I visualize what I need to do on a stage like that, the mover isn't my top priority. I visualize "center-punching" the other shots...foremost. (Center punching, to me, means finding the exact center of the steel or A-zone and shooting for that...aim small, hit small)
Keep our city clean and safe. Do your part.
#11
Posted 02 December 2008 - 01:57 PM
Flex, I remember Brian writing about how he shoots steel. Don't have Beyond Fundamentals in front of me, but I think he mentions accepting more or less visually depending on what he needed to do (in a man on man situation where the other competitor may be a schlub like me or somebody like TGO).
In a stage like the one in the video clip, when there isn't another competitor you're going up against right then and there, do you consider how much to accept visually, and perhaps get a faster run, or do you always "center punch" the steel?
<drift - and apologies for it>
Being unconquerable lies within yourself - Sun-Tzu
#13
Posted 02 December 2008 - 06:42 PM
Boz- right on about the forward falling poppers. A lot of the matches I shoot are at USSA Tulsa where I'm shooting the same poppers you guys shot at nationals. The first time I encountered these I shot them 2-3 times each thinking I had missed because they weren't falling. That was before I learned to call shots(still learning really).
Thanks again.

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