What makes a great shooter




















When we talk about shooting positions standing, sitting, prone, bench , what I recommend to most new shooters is bench shooting if possible. All the gear that comes with rifle shooting must sit next to the shooter. This is the most comfortable shooting position similar to how we position ourselves on the dinner table.

So to make sure the shooter is not working against themselves, the rifle needs to come to the shooter. Avoid getting into an uncomfortable position by hunching forward and rounding the shoulders. If the shooter can easily lean forward in a familiar and comfortable position, he will remain relaxed.

Fatigue is less of a factor for a relaxed shooter and recoil will be easier to deal with. This makes a much more enjoyable experience. More often, the shooter will visit the range and become more capable of exploring bigger and better things in the rifle world. When we were all in our Hunter Safety class, we were told to use the tip of the trigger finger. The more you insert your finger into the trigger guard, the lesser your shot accuracy will become. Here is what I have learned since then.

The tip of the trigger finger on the edge of the trigger pushes the gun to the left. I have piles of the target to prove it. If the finger is too far from the trigger to the first joint, it pulls the gun to the right. The proper placement of the trigger finger is to use the pad or the middle of the fingerprint pattern to pull the trigger. It gives the best performance of trigger pulls and greater control. It will also pull the entire gun back in a straight line with your shoulder.

This helps in recoil recovery for the follow-up shot. The best part of this finger position is it is the most natural. This simple fix and a bit of training will improve shot groupings almost right away. There will be a tendency to return to incorrect finger placement so just keep practicing. Good cheek weld is key for accuracy. Precision adjustments on the LRR stock will keep you where you need to be.

If the rifle has open iron sights, the top of the stock or comb must be flat. Also, do not fashion the stock in a Monte Carlo style if possible. Flat-top stocks will make acquiring the open iron sights much easier, so the cheek can press right to the comb. If the rifle has a scope, then the shooter has to raise the comb. The scope mounts will raise the sights from the top of the gun, which elevates above the natural sight line.

If the gunstock is a flat top or comb material, an easy way to experience the difference is to use a shooting rest. The shooter must place the supporting hand on top of the stock to raise the cheek weld and acquire the crosshairs. This easy shortcut is more comfortable to shoot and takes less time to get all the fundamentals in place before the trigger is squeezed.

Gunstock Definition : The part of a rifle which is attached to the barrel and extends opposite the muzzle. This is true unless the shooter just wants one. To adapt to this cheek weld the shooter can purchase a padded piece that will lace or Velcro onto the stock. This works very well. When we talk about eye relief , it is nearly always in reference to the rifle scope. Eye relief is also a factor when shooting with open iron sights as well.

Most people automatically compensate for this by a simple rearward adjustment of the heads. The natural tendency is very effective for eye focus and very subtle, but the head and neck are under tension.

The tension in the muscles means fatigue may set in sooner. However, the recoil recovery will be slower due to a constant reacquiring of the rear sight picture. If the shooter practices repeated placement of the cheek weld, finding the proper placement rapidly and without tension in the muscles, it will make shooting much more productive.

The shooter will also have much quicker follow-up shots. For rifle shooters, it is the same for shooting positioning, but more importantly for bolt manipulation. When we work the bolt on the bolt action gun, it binds to the chamber at the locking lugs.

This causes the bolt handle itself to bind to the action. This can lead to a failure to feed, or worse, jam up the whole action with double feeds. In many guns, there may not be a magazine release or a floor plate to open to fix this easily.

This is not a fatal issue. As a junior, Nic led 6A Kansas in 3 point shooting with 67 makes in 21 games at He had 6 games this season with 5 or more made 3 point baskets. Below are some of the important things that I have learned along the way.

You will find some other great insights about how to develop into a great shooter in this podcast Episode 19 Creating The Next Steph Curry. They're not fodder to be pointed and clicked on. They're environmental hazards to move you through the space in interesting ways.

If enemies push us around the map through threat of damage, then our gun is what pulls us to them. A shooter's guns should look cool in our hands, should sound amazing, and should help us engage with the game space. One of the things I love about Destiny is the detail put into some of the guns, particularly The Last Word, an exotic revolver. Your character's hands twirl the pistol around when switching to it and fan the gun to fire it; the result is a glorious camera shake that conveys the sense that the gun is crazy powerful.

Even firing it in an empty room the gun itself looks like it's powerful. When you pull the trigger, The Last Word looks like it's unleashing hellfire on your foes. Video games are limited in their ability to create haptic feedback—that is, you're not actually firing a gun and feeling its recoil in your hands, you're pressing a button and watching your character fire it. So a lot of attention has to be paid to the way the gun acts in order to make it feel as if you're holding it without actually doing so; unfortunately, too many games simply have a bit of recoil and leave it at that.

Now imagine seeing all this cool stuff happening… and discovering that your gun sounds like a nerf toy. The other night, I watched John Wick spectacular film; best action movie I've seen since The Raid , and came away surprised at just how good the guns sound.

They're rich and meaty, and not many shooters feel the same way. Fortunately, Wolfenstein : The New Order's guns have the right amount of thunk to them. The mechs in Titanfall , which I've recently returned to because of its new horde mode, sound glorious.

Payday 2 's Stryk pistol, seen above, has a wonderful rat-tat-tat sound. I think people traditionally consider weapons as having a correlating enemy type, like how Shadow Warrior's flamethrower is great for groups of small enemies, but not a great choice against a boss. This is true, but I think there's a bit more to it than that.

The best shooter weaponry helps us move around a combat space. Halo 's ineffective-at-range MA5B helps pull players close to Elites, encouraging a duel of punches. Sniper rifles encourage us to seek high vantage points. Shotguns are all about close quarters combat. Needlers benefit from strafing. On and on it goes. The modern shooter approaches rewards with fancy popup messages. Oh, you shot that guy? Neat, he'll keel over, and while he does, here, have XP.

Oh, you shot many guys? Here, have a new skill point. Now you can shoot guys more efficiently. It's dull and repetitive, yet this is what games like the Borderlands series focus on. I've watched early footage of Gearbox's next game, Battleborn , and so far, it looks much the same way.

The user interface stands in for what the game itself should be doing, and as a result, combat doesn't feel nearly as good as it should. That you are using guns doesn't seem to matter in these games; never mind that you're shooting enemies.

The progress you make is shown through the game's user interface, but it doesn't have to be that way, because of a little thing called feedback. I recently started replaying Rage. Look at how this mutant stumbles when I shoot him! This is feedback. With a good shooter, there's a sense of progress and impact. You are here, now, doing things, and your actions matter. Other games, like F. The recipe below makes three shots. Tootsie rolls always remind me of the holidays. Here's a shooter that tastes just like the classic candy.

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