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Zensin's New Player Guide

 
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zensins
Paint Manufacturer
Paint Manufacturer


Joined: 06 Apr 2007
Posts: 312
Location: Quincy

PostPosted: Wed Jan 21, 2009 4:09 pm    Post subject: Zensin's New Player Guide Reply with quote

I've put this guide together to try to help new players get ready for a day at BWR and help them eventually pick out their gear. I've provided links for some of the more controversial info, and frankly I'm sure that plenty of equally experienced players will disagree strongly with at least some things here. This is just the best info I could find on the subject or based on personal experience. Feel free to reply with opinions, corrections, or questions.

FIRST TIMERS

The BASICS

1. Mask on at all times on the field. No exceptions. No warnings.
2. Barrel sock on at all times off the field. No exceptions. No warnings.

3. If a paintball hits any part of you, your gun, or anything you're carrying or wearing, and breaks, you're out. That includes shots from friends. That includes your hopper and marker and everything else.
4. If you are out, raise your marker in the air and YELL "HIT! OUT!!!"
5. Bounces don't count. "Splatter/spray" doesn't count.
6. If you call yourself out, you're out. If you raise your gun, or call yourself out, and find out right after that it bounced, you're still out.
7. If you feel a hit, and you're not 100% sure it broke, get behind cover and check yourself. If you can't check yourself, or you're not sure, ask a nearby teammate or referee for a paint-check.
8. Don't come out from cover when you're out until they stop shooting at you. Poke your gun up over the bunker, and keeping yelling OUT OUT OUT until they stop firing at you. THEN come out and get off the field ASAP while trying to avoid crossfire.
9. We have a 20 foot gentleman's rule. If you are within 20' of a player, and they don't know you're there, you are obliged to say "Take the hit" instead of shooting. Your opponent is obliged to call themselves out if they were unaware of your presence. I've never met anyone on our field that did not gratefully call themselves out. There's one exception.
10. If you play in the snake (a long, low bunker that runs the length of each side of the field...check the gallery) you might get shot at point blank range because of the "close up" nature of this bunker. If you can't handle this, don't play in the snake.
11. The speed limit it 280 FPS (feet per second). EVERYONE must check their marker at the chrono station before EVERY game day. If you're shooting CO2, you MUST re-check it mid-day.
12. Everyone must sign a liability release before playing. Minors must have a signed release from their parents/legal guardian. Click here for the release.

FAQ

Q: Does it hurt to get shot with a paintball?
A: Yeah, a bit, for a second. It's a little like getting slapped in terms of pain level.

Q: What should I wear?
A: Dress for the weather and terrain, not to avoid pain from getting hit. Camo is good. Bright clothes are bad. Don't bother buying a full set of BDUs for your first time out. Earth-tone clothing and hiking boots or tennis shoes will do fine.

Q: What should I wear to avoid pain?
A: A cup if you're a guy. Chest protection if you're not. Armored gloves if you have them. If you don't have a cup, closed-cell foam cut to shape is better than nothing.

Q: Does the paint stain your clothes?
A: No. The paint is water/Sorbitol based with food coloring that does not stain. (That said, in over 10 years of playing I've run across paint that stains twice. It's very rare.)

Q: What should I bring?
A: Your own gear if you have it. Water. A portable toilet for #2 if you think it'll be necessary. Bug spray if it's not winter. Hotdogs or other grill food to put on the grill for lunch. Some kind of shelter if it looks rainy.

Q: What should I not bring?
A: Paint you didn't buy at our field. Hot tempers. Bad safety habits. Alcohol.

Q: What are the prices?
A: It varies, mainly due to paint prices and what equipment you need. Contact Rod at BWRPaintball@yahoo.com or 850-422-1757 or PM "BWRPaintball" on the forum.

Q: Are there other things I should know?
A: Low clearance vehicles are not recommended, especially if the weather is wet. The burn barrel isn't for trash that doesn't burn. Cigarette butts go in ash trays, not on the ground.

Q: Are groups okay? What if we don't have equipment?
A: We can handle groups up to 10 or so people without gear, but call ahead. We might be able to do more.

Q: I'm a new player. Am I going to get "run over" by experienced players?
A: We divide up teams in an attempt to keep things fair. Groups are free to play at least a few games on their own, just with their group.

Q: I just dumped my paint out of my hopper and onto the ground because the top came loose! What do I do?
A: That paint is gone. As soon as it touches the ground it has bits of sand and trash that will mess up your marker. Don't cry over spilt paint. Always make sure your hopper lid is closed TIGHT with a *pop* sound, and check it around all the edges so it doesn't happen again.

Q: The game's about to start and my marker won't fire!
A: Check the safety in front of the trigger and pull back hard on the cocking rod on the side (if it's mechanical).

Q: My marker just made a long *FRAPPPP* sound kinda like full-auto flatulence, and now it won't fire. What's wrong?
A: You're out of air/CO2. Pull back your cocking rod and you might get one or two more shots. Use them wisely.

Q: What happens if I run out of air or paint in the middle of a game or my marker stops working? Am I out?
A: Only if you call yourself out. Some people choose to stay in to try to draw enemy fire, distract opponents, pretending to still have a functioning marker. This can be effective if you're not hopelessly outnumbered and works better when out of paint than air. Someone shooting at you might run out of paint or air THEMSELVES and call themselves out! Even with no air or paint you can help a LOT by just telling your team what you can see. You can always decide to call yourself out, so what's the rush?

Q: My friends are on the field, and I was shot out or didn't play. Can I help them by telling them where people are?
A: Well, no, it's not very fair to do this. It still happens, and it's not a big deal, but how would you feel if you spent a lot of effort to sneak up on someone only to have someone off the field blow your cover? Dead men tell no tales!

Q: What's a "chrono?"
A: A chronograph (chrono) lets you measure how fast the paintballs are moving when they leave your marker.

Q: What's splatter/spray?
A: When a paintball breaks on something OTHER than you or your equipment, like the edge of your bunker, and the paint gets all over you, you're still in. It's just "splatter" or "spray". However, if you get paint-checked and you have splatter that LOOKS like a hit (single splash of paint you can't cover with a quarter) you may be called out by the ref. This is rare.

Q: The faster your paintballs travel the better, right?
A: Yes and no. More speed means more range, but we have a strict speed limit on the field of 280 FPS (feet per second). You MUST adjust your marker in our chrono station to make sure it's below the speed limit. ALL paintball markers are capable of shooting 280+ FPS. Shooting over this is called "shooting hot". This is bad, and easy for experienced players to spot.

EQUIPMENT

Everything above is all you need to know to come out and play. If you haven't really played paintball, but are looking into getting into the sport for more than 1 or 2 outtings, hopefully this guide will help you avoid some of the common and pricey mistakes most of us have made.



First, try before you buy. It's easy to fall in love with a piece of equipment based on advertising or a friend swearing how great it is. But it's better to TRY equipment at your field before buying. Ask someone if you can try on their mask if you like the looks of it. Ask to borrow as many markers and masks as you can. People are always very happy to let you try on a mask (off field) or take a few shots with their gun (on field).

The best advice I've ever read on buying paintball gear suggests buying your marker LAST. We've got rentals/loaner markers, masks, air tanks, hoppers, and even a few packs. Many people try to go cheap on their equipment, because they're unsure if they'll be in the sport long. A better alternative is to rely on loaner eq for a while and upgrade to good equipment as you can afford it. If you decide you don't like it, and sell your equipment as "like new" on eBay or at the field, you won't lose a lot of money. If you decide you like paintball, you save yourself the expense of upgrading from "entry level" gear (crap).

MASK

Your first purchase should be your mask. Having a good mask with a thermal (anti-fog) lens that fits you well and comfortably makes the game a lot more enjoyable. Try some masks out and see what you like. If you plan on playing in the summer, I would suggest a mask with a FAN. Many people say it's not necessary, but I disagree. Most rental/loaner masks do not have thermal lenses or fans.

HOPPER/LOADER

Your second purchase should probably be a good hopper. A Halo or Vlocity/Vlocity Jr. are the standard force-fed hoppers and will feed the fastest guns on the market. They run about $100 new, but you won't need to upgrade your hopper later. This will help eliminate paintball breaks in your marker which throws all your shots off. The most accurate marker in the world won't shoot straight with wet paint in the barrel. Put your new hopper on a rental/loaner marker and you will increase your reliability by a LOT. You can buy an agitated hopper if you aren't ready for the expense of a Halo or Vlocity/Vlocity Jr. or other high-end hopper. Even an agitated hopper like the Viewloader Revolution is a LOT better than this gravity-fed hopper, which is standard with rentals.



Don't spend more than $20 on an agitated hopper though. Agitated hoppers can feed balls to your marker at a rate of about 12 balls per second. Halos run at around 22 bps. If you invest in a good quality modern electropneumatic marker, it's likely capable of 20+ bps and you will probably want to run it at more than 12 bps. Tip: Buy a neoprene hopper cover. They're cheap and weigh nothing. They protect the shell of your hopper (in your gear bag, on the field, and from direct shots) and last forever. Buy one in camo if you can, or paint it camo if you plan on playing woodsball. Your hopper is one of the most often seen and hit targets in woodsball and speedball. It doesn't hurt that once in a while a shot will bounce off the neoprene. Very Happy The Revolution covers sorta fit the Vlocity Jr.

TANK/AIR

CO2 heats up as the day warms up, increasing your velocity (FPS) past legal, making you have to go re-chrono. Also, since CO2 is in both liquid and gas form in the tank, it can be erratic, throwing off your accuracy. Lastly, you can't tell how much CO2 you have left, unlike on an air tank, so you'll run out of CO2 mid-game or spend too much time off-field missing games topping it off to avoid this. Therefore, your third purchase should be a fiber wrapped 68 cubic inch 4500 PSI tank with a good tank regulator and a tank cover. Guerilla Air puts out a good one with a Myth regulator that is light, reliable, and consistent. Switching from CO2 to compressed air will make your rental/loaner gun far more accurate and you won't have to worry about it heating up in the sun and making your shots too "hot" or fast. You need the tank cover to protect the fiber-wrapped tank so that its varnish finish doesn't get damaged, exposing and damaging the fibers next, which destroys your tank. (No one will fill it.)

Don't buy a used tank unless you know what you're doing. They usually need to be hydro-tested, or will need it soon, which is a pain and expensive. Once they're past their hydro date, no one will fill it. Steel tanks are cheaper than fiber wrapped tanks but a lot heavier. For recognition purposes, all fiber wrapped tanks have round butts, and all steel tanks have flat butts. A lot of people buy Crossfire fiber tanks because they're the cheapest. They're also heavy and a lot of people complain about them later.

Advanced: To learn more about tanks and hydro dates look here. I recommend Crossfire's hydro testing mail-in service, but not their tanks.

"High pressure" or "low pressure" tanks refer to the pressure of the air leaving the tank's regulator. Most modern markers function equally with either type, but verify before you buy. While most modern guns run fine on either, I suggest buying a "high pressure" tank/tank reg because you are less likely to find a gun that won't run well with it than a "low pressure" tank. They're also easier to sell later.

PACK/HARNESS

Somewhere along the line you'll need a way to carry more than the 200 balls in your hopper. The usual method is a "pack/harness" for carrying "pods/tubes" of paint. Buy a pack for large pods (120 balls+) and buy large pods. Do not buy a pack or "two pod pouch" for 100 ball pods. No one uses them so it makes swapping/lending/borrowing pods with teammates a pain. Besides, more is better.



I use a pack that holds 3 pods. Having more pods than your pack carries is good because they're cheap, you lose 'em sometimes on the field, and you can reload them all before you play and shorten up turn-around time between games. You likely won't need a pack until after you buy your marker. Rentals/loaners usually don't shoot paint very fast and so running out is rare. When you find yourself running out of paint because you emptied your full hopper on a regular basis before the game is over, it's time to buy a pack.

THE MARKER/GUN

Your LAST purchase should be your marker. Whatever you decide on, get one with eyes. Eyes are just an LED on one side and an LED light detector on the other side of the feedneck. When a ball is where it should be, it knows it, and lets the marker fire. If the ball is only half in, it waits till it's fully seated before firing. This stops most "chops" where the bolt cuts the paintball in half inside your marker... a bad thing, as you can imagine.

Almost everyone loves the marker they own. You will hear a lot of advice advocating a particular design or model. You can research until you're blue in the face. All paintball markers sometimes break paint. All paintball markers need to be cleaned when they break paint. The more o-rings a marker has, the less reliable it will be. In the end, you want a marker with eyes that is as reliable as you can get, easy to maintain, and within your budget. The next thing you'll find yourself wanting is speed. More on that in the more advanced section.

WHERE YOU SHOULD BUY

Short answer: Buy your stuff from R&S Paintball if you're in the Tallahassee area. Pick out the equipment you want by doing your research at the field and at pbreview.com. Once you pick out exactly what you want, contact Rod at BWRPaintball@yahoo.com or 850-422-1757 or PM "BWRPaintball" on the forum or talk to him on game day.

Paintball gear is finicky and needs to be properly maintained, especially the higher end stuff. Being new, you'll probably need help with some little problems on your marker until you get used to how it all works. I've bought stuff off eBay, websites, local stores, and from R&S. eBay is a 50/50 shot at best at getting something not messed up. There are no local paintball stores anymore in the Tallahassee area. Buying online is a pain in the ass, because if it has even a small problem you can't figure out, you get the joy of packing it all up, mailing it back, paying for shipping, and hoping they get it back before your next game day. And then there's WalMart. Do yourself a favor, and just don't. The stuff they carry is mostly junk (and that includes their paint).

I can honestly say the smartest way to go is to buy from R&S. Rod runs it, and he's at the field every single game day to help you with anything he's sold you. Despite my best attempts to change his mind, he charges the same or less than online stores, can get anything you need, and if something goes wrong, is very happy to make it right no matter what it takes. You also skip shipping charges. And last but not least, you'll be supporting your home field.

OPINIONS

Now for my own marker plug and opinions. I have owned three Tippmanns (A5, 98 Special, used 68 Carbine), a used 2000 Shocker Turbo/SF, two Autocockers (used Minicocker, new eBlade Eclipse Orracle), a used Angel IR3, a used DM4, and a C02 pistol.

Tippmann used to be known for reliability but they're outdated, heavy, not fast enough, and they're not built like they used to be (my opinions). Plastic internal parts that shouldn't be plastic, among other problems. A fine paintball marker, especially for woodsball, can be made on a Tippmann platform, but it will never be light or quiet. To even think about playing speedball you need an egrip on your Tippmann (APE Rampage board installed is even better). If you want to go with a mil-sim look, I recommend the BT TM7. Military shell around Invert Mini internals.

Kingman (Makers of Spyder) has its fans, I'm not one. They sell cheap entry-level markers and expensive entry-level markers. But they're all entry-level, imho.

Smart Parts has the Ion, which is their long-time entry-level electro. There are millions of them floating around on the used market, so they have the lowest resale value ever. They are very upgradeable, and good thing, because they really need it. By the time you finish upgrading an Ion to be everything it should be, you'll have spent more money than buying something better from the start.

My current marker is a Dangerous Power G3. It was a risk for me because it's a newer company but I liked their internal design and customer feedback and price. It has eyes, lever clamp feedneck (easy to take hopper on/off and keeps it on during play), shoots fast, is a true electropneumatic marker (not a hybrid), weighs 2 lbs, and only has 2 moving parts and 6 o-rings. It's accurate, has a decent regulator, and can be cleaned by unscrewing the back and running a squeegee through it. Simple simple simple. Last year when I bought it, it was around $400, and it's $300 now. Does that sound pricey? It does to a lot of new players, but you can spend $1,000 or even $2,000 on a stock paintball marker. The G3 is a lot of value for the price. The bad? Like all spool valve markers, it's less efficient. Some people screw down the reg too far and damage the seat. DP is giving away the permanent fix for that on their website. I have yet to bother getting it. The board/trigger is optical, which some people don't like because they're used to microswitch combos. You have to degas the marker to unscrew the back for a good cleaning. When I bought mine the macroline fittings were too tight and had to be replaced (two dollars). People say 'cockers are more accurate. Maybe, but my G3 does jusssst fine. I've really enjoyed how reliable it's been over the past year. And yes, this was a blatant plug for my own marker.



If I was trying to get playing for the least amount of money possible, or buying a marker setup for a young kid getting started, I would probably go with a Smart Parts Vibe for $150. Semi, Three shot burst and full auto with a max ROF of 11 balls per second. A VL Quantum loader for $14, and a steel air tank for $38. But you're better off buying better gear from the beginning.

Popular mid-level markers: Invert Mini, Dangerous Power, Certain Autocockers, Proto Matrix & SLG, some Smart Parts guns

Popular high-end markers: Planet Eclipse, Bob Long, MacDev, Dye Matrix, Smart Parts Shocker

SLIGHTLY MORE ADVANCED INFO

Serious paintballers are usually chasing 3 factors when it comes to their marker and setup: Accuracy, Reliability, and Speed. Efficiency and weight are important but not as much as the first three to most players. Some players also want extended range, especially for woodsball.

ACCURACY

All of the following assumes that the "human factor" has been taken out, as in, a marker clamped in a vice. Most accuracy problems are due to marker setup being awkward, unstable shooting stance, and lack of practice.

Assuming all of these factors are removed, the most important thing is using quality paint. Don't skimp if you're serious about being as accurate as possible. Sometimes great paint isn't available, but do the best you can and throw out your old, dimpled, wet paint. After that it's about paint matching. Less space between the barrel and the ball means less air goes around the ball means better efficiency (air lasts longer) and better accuracy. You don't need a full "barrel kit" if you're lucky enough to have a barrel that matches a particular brand of paint. If you are choosing paint from samples, bring your barrel. Most stock barrels are big bore, for maximum flexibility. They're big enough to shoot ANY brand paint through. Some brands of paint (and type within a brand) are typically larger. A chart for the size of paintballs is available here.. As you can see, they vary a lot, and paintball sizes even vary slightly between balls in the same bag!

So with all of these variables, I think it's fair to say that 80% of a paintball gun's accuracy is in its regulator and paint quality/sizing (assuming both are using compressed air). It used to be that stock barrels sucked, but that's really no longer true, even if the myth lives on. This rumor likely started when people noticed improved accuracy with their new aftermarket barrel which was likely caused by accidentally matching their paint to their barrel because after-market barrels are usually smaller bore. Spiraling, venting, rifling have no affect, other than making it quieter. A good barrel has a mirror finish bore which helps it self-clean if you get a barrel break, but that's about the only important difference. And barrel length doesn't matter either. According to this chart (click here) ten, twelve, fourteen, and sixteen inch fronts made no difference in accuracy, period.

Tip: If you've just lubed your marker up, fire at least 20 shots with your barrel and hopper OFF, preferably into a rag. This runs the excess lube through your marker and out so it doesn't coat the inside of your barrel which fouls up your shots just like breaking paint.

Tip: If you break paint in your barrel, squeegee it out REALLY WELL once you're back off the field. A perfectly dry and clean barrel is essential for accuracy. If you break paint in your hopper, you're screwed until you can dump out all the paint and clean it right. Even slightly wet paintballs never shoot straight.

Fitting Paint to Barrel

The best way to fit paint size to barrel size is with a "barrel kit" such as the Smart Parts Freak kit, MacDev MatchStik, Powerlyte Scepter, Redz Pepperstickz, etc. These are all variations on different size diameter barrel backs combined with a standard tip. Proper paintball fit is determined with "the blow test". The basic technique is you put a paintball in the back of your barrel and try to blow it through with a puff of air. If it rolls out without blowing, it's overbored (paint is far smaller than the barrel diameter). If it doesn't blow out, it's underbored. Some say you want it to blow through with a light puff. Some say that a perfect fit is undesirable and you want your barrel one size bigger or smaller. Some say it depends on the type of marker you're using. I have been running the stock barrel on my G3 since I bought it and my Freak barrel kit has been gathering dust in my closet. This means in general I overbore, because I don't feel the improvement in accuracy is USUALLY outweighed by the convenience and reliability of a large bore barrel. Again, this is all personal preference.

Sniping - The concept of a paintball sniper is not completely a myth, it's just very misunderstood. "One shot one kill" is the real sniper motto. "One BURST one kill" is more like it for paintball. Military snipers stay alive by staying very far away from their targets, taking advantage of their weapon's long range, outside of the range of the standard battle rifle. Paintball snipers cannot exceed the range of standard paintball guns, except with an Apex or flatline barrel. Since the chances of getting a break on a target outside of the range of regular paintball guns is slim, you need to send a short burst of paintballs at your target in order to increase the chances of a break. (See: RANGE below) Unfortunately, flatline and Apex barrels (when engaged) are also not as accurate as regular barrels, so that increases the need to send a burst instead of a single shot. I have found that a short burst at long range is just as hard to pinpoint as a single shot from the same range.

Relocating after you take a shot is critical in military sniping. You take your shot, and move, and take another shot. In paintball, this is hard to do because everything is on a smaller scale. Your opponents can close the difference in range achieved by backspin in mere seconds, unlike a military sniping situation. You have to plan your escape when you set up your ambush. The best ambush location provides at least 180 degrees of cover (not just concealment) in case things go wrong and you have to fight it out as well as an escape route.

RELIABILITY

Mechanical vs. Electro

Some people still feel that mechanical markers are inherently more reliable than electros. I think this was once true, but electros have been out a long time now, and my current electro has given me far less trouble than any of the mechanicals and hybrids (electronically actuated mechanicals) I've owned. Part of the reason is that many mechanicals have more moving parts than some electros. Most of the innovation and work done on paintball design for the last 5 years or so has been on tweaking electro designs. So I no longer think it's fair to categorize electros as "less reliable." The bad? You can't play with electros in the rain. Batteries die. Then again you can't play with a ported barrel in the rain either, and probably not an electric hopper either. Besides, everyone else is under the tent so who are you playing with exactly? My electros have endured light rain and never had a problem. Batteries? Bring extra batteries. I replace the battery in my marker once every 5 months or so playing 2 times a month.

Maintenance

The bottom line is that regardless of the quality or price of your marker it must be properly cleaned and lubricated after each play day to be as reliable as it can be. The harder it is to break down for maintenance, the less you'll do it, and the less reliable your marker will be.

Design

The simpler the design, the less likely something will break. Many markers, even the most expensive, have a LOT of o-rings in their design. O-rings eventually go bad (crack/swell up). O-rings have to each be lubricated regularly. The less o-rings, and the less moving parts, the simpler the design.

Spool valve vs. Poppet valve

Spool valve markers have a bolt that acts as a valve too. This eliminates the need for a "stacked tube". They are simpler than "poppet valve" markers, quieter, and have less noticeable kick but you pay a price for that with increased wear on at least one o-ring, so you have to be extra-careful to keep a spool valve marker's bolt well-lubed before game days. They are also less air efficient than poppet valve markers. Examples are Dye Matrix, Smart Parts Shocker, and Smart Parts Ion, Dangerous Power G3, MacDev Droid.

Poppet valve markers always feature two tubes, stacked on top of each other. Examples are WDP Angel, Planet Eclipse Ego, Bob Long Intimidator, MacDev Cyborg.

Which is better? It's a matter of personal preference. For more detailed info on paintball marker design and the upside and downside of design types, read this. (Click here.)

SPEED

Some markers are faster than others. You need a hopper capable of feeding at the speed you want to shoot your marker. Your marker needs eyes so it doesn't chop paint as it's being fed at ludicrous speeds. It is no longer necessary to spend the amount of money it once was to own a marker that will shoot as fast as you want it to.

Ramping

Ramping is nothing more than various ways to have your marker firing faster than one-pull-one-shot, aka semi-automatic. For example, you can program your marker to start firing in full-auto at 15 bps if you pull the trigger over 5 times in one second, and to continue doing so as long as you keep that speed up. The bad? You end up over-shooting opponents sometimes because so many balls are in the air at the same time. The same can be said for firing extremely fast in semi-auto mode too, but very few people are capable of more than 10 or 12 trigger pulls per second. The other bad part is you always end up wasting paint because you have less control than shooting in semi. So not only are you shooting more "intended" balls but you're also shooting a lot that you wish you'd saved. This means you have to buy and carry substantially more paint when you're ramping as opposed to shooting in semi.

Tournaments

If you ever decide to try tournament play (they have rookie divisions), keep in mind that the fastest speeds and some if not all ramping could be against the league's rules. For example, PSP has specific ramping modes that are legal, but many that are not, and they have also implemented a rather conservative BPS limit for the 2009 season:

Quote:
The Rate of Fire limit will be adjusted for 2009.
Race to 7: No more than one paintball per 80 milliseconds (12.5 bps)
Race to 2/4/5: No more than one paintball per 95 milliseconds (10.5 bps)

Mechanical semi-auto markers are permitted in all divisions, and is (sic) not subject to a minimum time between shots. Mechanical bounce, double-action or reactive-force triggers are prohibited. Markers containing any electronics whatsoever (batteries, circuit boards, etc) will be considered electronic markers.



EFFICIENCY

Some markers use less air per shot than others. Having a pretty good paint to barrel match will improve your efficiency no matter what you're shooting. So will maintaining your regulator. According to Wikipedia, effective barrel length ends where the porting starts. Barrel porting that starts closer than 8 inches to the back of the barrel decreases your marker's air efficiency according to Wikipedia. (click here). Also, according to many sources, a barrel longer than 14" is less efficient because the increased friction between ball and barrel means more air to push it out at the same speed.

Spool valve markers are significantly less efficient than poppet valve markers.

RANGE

With one exception, range is a product of velocity. Two markers shooting at the field's speed limit of 280 feet per second (FPS) will shoot exactly the same distance. If they're shooting the same paint, they also have the same effective range (balls will break on target) as the other. Now for the (partial) exception.

Flatline and Apex barrels each put a backspin on the ball as it leaves the end of the barrel. This backspin is actually very effective at extending the range of the paintball and flattening the trajectory. The flat trajectory is great for playing under a tree canopy. The extended distance is fun at times because you can hit people at a distance that they cannot hit you.

Flatlines are picky about paint and are hard to find for most non-Tippmann markers. There are times when being able to arc the ball would really help.

Apex barrels solve this problem because they're adjustable (allowing for some fun "trick shots" that rarely come into play) and can be turned completely "off" because of how they work. Apex works by putting an adjustable rubber flap on the end of your barrel. Your paintballs hit the flap which causes backspin. You can pull the flap back all the way and your Apex acts just like a "normal" barrel because the flap is out of the way completely.

The bad? Brittle paint can break when it hits the flap. If you have a nasty string of chopped balls or barrel breaks from swollen paint the shell of the paint can scratch the rubber flap badly enough to throw off the aim of your shot, ruining the Apex. This can also happen when the flap breaks a brittle ball. You CAN buy replacement flaps at about $3 each from Tippmann Parts. I suggest having a spare in your parts kit.

Also, even though you might "hit" players at a longer range that doesn't mean the paint will "break" when it does. At the extended ranges of the Apex and Flatline, you really need to get lucky and hit something hard to get a break, especially since you can't use brittle paint. Remember, it's still going to lose velocity at the same rate as a paintball that's not spinning backwards, if not faster, so an Apex hit at long range is just like a lobbed shot at long range. Harassing fire like that still has its uses in some situations, but the reality doesn't match the beauty of this idea on paper.

Some paintball barrel makers are now making their barrels "Apex Ready" so you can put an Apex tip on it without having to add tape, etc. Some of them may sell the Apex tip along with their barrel. As of this writing I cannot find an Apex tip sold on the web without a barrel.

My conclusion is that the idea of backspin on paintballs is a great idea that is still in development but a LOT of fun to play with in woodsball and scenarios.

WEIGHT

My Dangerous Power G3 weighs in at almost exactly 2 lbs, and so does the Invert Mini and a couple other markers. That's about as light as you can get for a paintball marker now days. Players will argue over fractions of an ounce when it comes to their markers, but it's not THAT big of a factor when those same players generally ignore the weight of their hopper, when full of paint, as well as the air tank. A Vlocity is much lighter than a Halo. MacDev (Luxfer tank), Guerilla Air, and ANS (w/Inocom tank) are much lighter than Crossfires. If the weight of your paintball gun matters to you, research the WEIGHT of your tank and hopper as well. It will cost you a little more to go with the lighter versions sometimes, but I feel it's worth it. Especially for 12/24 hour scenario games.

LOW PRESSURE vs. HIGH PRESSURE Markers

It really depends on who you talk to about low vs high pressure. Most people advocate low pressure because they say it is easier on the paintball, so it will break brittle paint less often. Some also say it helps with efficiency, but that really depends on how MUCH air is used per shot too. I mean, if I'm running 800 PSI and use 0.5 CCs per shot and someone else is running 200 PSI but using 2 CCs per shot it's the same damn thing.

I like the idea of lower pressure myself, when it comes down to it though. Some guns run as low as 100 PSI now days which I think is amazing. Technically I could hook a gun like that up to a regular shop air compressor for testing (don't try that at home kids) and though I've never done it, it's a cool thought. In my guestimation, lower pressure means less stress on parts and thinner pressure chamber walls on the gun which means it can be made lighter. Most marker companies are going low pressure with their higher-end guns.

FITTING the marker to your body

A good marker/player fit is crucial to improving accuracy. Hold your marker in one hand like normal by the grip. Rest the tank on your inner arm. Bend your elbow to 90 degrees. The back of your tank should touch your bicep, more or less. When your tank naturally rests in a comfortable and stable position against your shoulder, your shots will hit on target.

Drop Forwards



The tank screws into the bottom and the top bolts to the bottom of your grip. Some people like them because it moves the tank forward and lets them get the gun "tighter" to their body. Most people don't like the trade-off of making your hopper stick up higher. (The tank always goes to the same spot on your shoulder, so lowering your tank raises the rest of your setup.) This is why they're not very popular anymore. But again, this is personal preference and what works best for YOU is the most important thing.

HOPPERS

The hopper you need depends on how fast your marker can fire and how fast you want to shoot. I like 18 bps and I shoot a stock Vlocity Jr. It's lighter than the Halo and feeds as fast as I need it to. The bad? The motor runs for a few seconds after firing to keep pressure on the ball stack. The noise can be annoying during woodsball, but it's never made a difference as far as I know.

RESALE

Paintball markers are notorious for losing value. It's very rare for a marker to retain its value unless it becomes a genuine collectible. A $600 marker today might be worth $200 in 5 years. A $1,200 marker might be worth $300. A $200 marker will be worth maybe $75. However, there are a few things you can do to increase your gear's resale value. Take care of your stuff by using a gun case, mask bag, tank cover and thread protector for your tank, and hopper cover. If you don't have a hopper cover, use a bag or something to keep the shell from getting scratched up in your gear bag at least. The other thing you should do is SAVE ALL THE PACKAGING. A mask in its original box is worth more on eBay than one with out. A marker with its original box, instructions, and all the little stuff that came with it (allen keys, lube, etc.) is worth more. Buy a decent allen wrench set and a bottle of recommended lube when you buy your marker and use those. Make a copy of the manual to get beat up in your gear bag. Leave the original in the box or keep a rigid folder in your bag with all of your manuals in a freezer bag.

24 Hour/12 Hour SCENARIO GEAR

The following are some things I've learned about choosing equipment for scenario games at Wayne's World, Blanding, AWOL, etc.:

Carry a wadded up plastic grocery bag if it looks like it might rain on you while playing. Use it to cover your hopper and marker if it starts to rain. Cover your barrel porting with masking tape if it's a wet day. A little bit of water through your ports will throw off your shots when you need them most. NOTE: Taping your ports closed will likely increase your velocity so be sure to chrono with the tape on if you're going to do it. Also, if you get a barrel break, the tape will trap the loose paint in your barrel ports. You will have to remove the tape to clean your barrel. Therefore, use a single piece of tape lengthwise so you can strip it off fast if you need to.

A Camelbak is a good piece of equipment to carry. This will keep you on the field instead of having to take the long walk to get a drink at the staging area/car. It will also keep you hydrated and you can drink without removing your mask. Put ice in the water during hot days. I do NOT suggest putting anything but water in your Camelbak. Gatorade is only a SUPPLEMENT to the water you're drinking, not a substitute. Too much Gatorade and not enough water can dehydrate you! Alcohol in your Camelbak WILL dehydrate you, and do so very quickly. It's a bad idea for too many reasons to list, beyond the fact that it will severely limit your playtime.

FRS/GMRS radios are great if you want to meet up with your team back on the field after you've been shot out and go to "resurrect". I've tried various mics and VOX. Now I use the cheapest FRS/GMRS combo hand-held radio I can find taped WELL to my Camelbak's strap, clipped through a D ring, on my shoulder. No VOX, no external mic. I can talk without removing it, it's high for better range, next to my ear so I can keep the volume lower, and there are no wires or things to break. If it's not taped on well enough to withstand someone grabbing it and giving it a hard tug in any direction, add more electrical tape. And if it gets rained on, hit, or lost, so what... it was cheap. They're like sunglasses. If you buy the expensive ones, you'll lose 'em while the cheap ones tend to stay around and work forever. If you don't have a Camelbak, get some cheap military surplus suspenders and attach it to that.

Clothing - Camouflage is important at a scenario game. Some people wear bright red or blue jersey/pants combos common to the tournament speedball scene. I love these guys...when they're not in my squad. They make great targets. Ghillie suits are great when it's below 50 degrees and you want to hang out alone all day. Even the lightweight ones are too hot for scenario play in Florida anytime other than winter. Don't go crazy trying to camouflage every square inch of yourself. I wear BDU pants, a beige t-shirt, and nothing bright or shiny if I can help it. Learning to remain absolutely still is more important than 100% camo cover.

Shoes - Combat/hiking boots, broken in, with good ankle support will save you from a twisted ankle...and wet feet if you have to go through mud/standing water. I recommend boots with soft soles over military issue. Military issue boots have hard soles designed to last through miles and miles of marching on a hard surface during training and hundreds of miles of marching when in combat. It's a cost-saving/supply logistics measure. Soft sole boots will likely never wear out from playing paintball AND they are noticeably quieter, even in the woods, but especially on concrete (like at Blanding).

Batteries - Don't forget extra fresh batteries for everything. Flashlight, marker, hopper, mask fan, etc. If you have a multimeter TEST them, even the brand-new ones still in the box.

General scenario advice: Travel as light as you can on the field, drink lots of water (and maybe a LITTLE bit of Gatorade, but no alcohol) so you last longer. Overbore (use your largest bore barrel) unless the paint is in amazing shape (it's usually crap).

Night Games

Tape - Remember that electrical tape you used to put your radio on? It was black or at least green right? Use it to tape over those pretty LEDs on your hopper and marker. Even if they only light up with low battery, or a jam, tape 'em up if you plan on playing night games. Want to be the least popular guy in your squad? Try getting them all pelted because your low-battery LED came on during night ops. I have seen dozens of eliminations at night when the only things visible were hopper/gun LEDs. Setting a night ambush and shooting at the little blinking red lights is VERY effective.

Lights - On the other hand, there are times when you will need light. A red LED flashlight is perfect because it saves your night vision. Make sure it's not going to come on accidentally. Should you bring a Qbeam? I wouldn't. Too heavy, and the batteries don't last long enough for an all-night game. Turning on a light while actually playing is the best way to get shot.

Night Vision - It's out there during the big games. So if you're going to use night vision, don't bother with systems that use an IR illuminator because everyone with night vision can see it just like a flashlight beam. Passive systems only, and be sure it has circuitry to cut off bright lights when someone shines a Qbeam at you.

MILSIM

A MilSim (military simulation) player strives toward a realistic military appearance, usually before other considerations such as weight of their marker setup. Tippmann is popular with MilSim players because their markers look very much like MP5s etc. and, with the proper upgrades, can be reliable markers. The closer it looks to "the real thing" the better. That usually goes for their camo gear as well. MilSim players generally prefer woodsball to speedball and are often more effective in the woods due to their military camouflage and attention to details that give other players away. A normal "bright" speedball jersey sticks out in the woods like a sore thumb, as do those shiny speedball markers.

The center of the universe for MilSim Paintball is probably http://specialopspaintball.com/.

I myself am not a MilSim player, even though I do play in, and plan for, woodsball games. I would welcome any other input from our MilSim guys out there to put in this guide on this subject.

Still want more info? Read this: http://bwrpaintball.innovative-websolutions.com/aboutus.asp
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"Ten soldiers wisely led will beat a hundred without a head." -Euripides

"If one can win against ten, one hundred can win against one thousand, and one thousand can win against ten thousand." - Miyamoto Mushashi (The Book of Five Rings)


Last edited by zensins on Fri Dec 18, 2009 2:27 pm; edited 30 times in total
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PostPosted: Fri Jan 23, 2009 9:24 am    Post subject: Reply with quote

Wow...you put a lot in to that. But all good advice.
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