Quote:
Originally Posted by .45cultist
I've wondered about the spring for the latch under combat conditions.
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Between the issue with gravel or sand getting into it and locking it up with a live gun stuck in the holster (requiring holster disassembly to remove) and the fact that actuating the latch puts your trigger finger on the trigger while you're muzzle-sweeping your leg, I see the spring's durability as a secondary issue at best...
Ahem. Back on topic. The last time I looked at statting out holsters in game terms (
Shooter's Guide: Undercover Arms*), I ignored specific brands and went for general classes - ankle, belt, pocket, retention, shoulder, tactical, undergarment, and belly band. Then I got into off-body carry modes like concealed carry purses. But both of the systems for which I was writing stats - Reflex and Spycraft 2.0 - were more detailed than T2k when it came to the kinds of fiddly bits where holster design might matter. In 1.0/2.0/2.2, the initiative system doesn't really support differentiating stuff like the relative draw speeds of different holster designs.
- C.
* Informational, not marketing. I don't get a percentage of sales on that stuff.