This barrel creates backspin on the paintball, thus changing the trajectory. If you saw a picture of the balls flight path, you would think of it something like a wave of electricity. Most paintballs arch when they leave the end of the barrel, but the flatline causes them to “kiss” the ground and then rise up to the level of which you shot it at. Range with this barrel is up to twice as far as normal barrels (250 feet).
This design was stolen from the Flatline barrel. There is a ramp on the inside of an apex barrel that can be changed to create the desired level of backspin. However, this barrel also has a rotating tip, and you can make the ball flatline left to right, as opposed to up and down. This makes the barrel unique, as no other barrel can achieve this.
Pneumatic hoppers run off of the CO2 or HPA that is left over from the result of the firing. These are generally the best type of hoppers, as the ball feed is synced with the trigger pulls. Most Pneumatic hoppers top out at 30 BpS as well.
Fast feed rate
Ball feed is synced with the trigger pulls
Although this runs off of excess CO2, you do see an efficiency reduction with this.
The Qloader system is a loader that uses helical drive to power the loader. You must manually wind the spring down, while loading paintballs. Though the Qloader is only rated at 30 BpS, I can empty a full 100 round pod in a little over a second.
You want to try out about a 500 count of each brand of paintball until you find one you like. Shell hardness is a key feature, as you don’t want your paintballs to break in the barrel, yet you do want them to burst on impact.
Some paintballs have a fill that’s lime green with a water like fill. These are extremely hard to see and are easy to wipe. Select a paintball that is highly visible, and is hard to wipe off. We don’t want the other team cheating!
Caliber is especially important. Your paintball must fit the barrel snugly, but not have to use enough pressure to break the ball, to ensure maximum air efficiency. The less your ball fits the barrrel, the more air will travel around the ball, and not be behind the ball pushing it. Each type of paintball is 0.68 caliber, but manufactures can make barrels go down to 0.681 if they want to. Find a paintball that fits your barrel properly.
You can purchase new bolts to interchange with the old ones. There are designs of bolts that will vastly make less friction in the marker. The less friction there is, the more efficient your marker is. Replacing the rear bolt with a premium bolt can also reduce kick, thus making you a better shot.
Power tubes are what release the air that allows the bolts to move forward. Each time the rear bolt strikes a pin on the power tube, a rush of air pushes the ball out of the barrel. You can upgrade the power tube to produce a more efficient shot.
Upgraded trigger will allow you to shoot paintballs at a higher rate. You can get what is called a “response trigger” for air assisted firing, but they usually top out at 15 BpS. An “E-Grip” is the route most people go, seeing as your e-grip can pop off balls at 30 BpS, assuming your hopper can keep up.
Expansion Chambers are rather simple, yet make a huge difference. Your tank is filled with liquid CO2 which has to expand before it gets to your bolt. This results in inaccurate shots, and velocity spikes. Expansion Chambers give the CO2 more time to change from a liquid to a gas, which means more accurate shooting, which mean you can get them out MUCH easier ;)
Each player has a certain number of respawns after waiting in the “dead zone” for 2 minutes. The point is to get as many people out in the allotted amount of time as possible. There must be a time limit, but the game can be over if the opposing team has no more respawns.
Players begin with neutral “nodes” so to speak. The point in this game is to capture all the nodes. This is best played on a larger field. Respawn with a 2 minute “dead zone” time is allowed. If either team does not capture all the “nodes” in the allotted amount of time, the team with the most “nodes” win.
There are two types on play in escort, defense and offense. The goal is for the offense to escort 1-3 (Depending on how many you have playing) unarmed players to the designated area on the opposing teams side of the field. If all the V.I.P.’s are marked, the game is over in the defending teams favor. If all the armed offense are marked, the game is over. The V.I.P’s must be with an armed team member at all times, or must sit in the location they were left at.
The V.I.P’s may not be shot if they are sitting still, they are simply walked up to, and their arm band taken off. This mode must have a time limit, VIPs must wear armbands, and the game may or may not have respawns.
You start the game with one person being the “Fugitive” and 4-6 “Bounty Hunters”. The fugitive is allowed one minute to hide before the Bounty Hunters are released from the home base. The fugitive must be shot in the legs or arms to get out, as a dead fugitive is no good when you need a live capture. If the fugitive is shot in the chest or head, the game ends in a tie.
The Hunters must capture the Fugitive within the allotted amount of time. The Fugitive either wins by lasting the entire time, or eliminating all of the Bounty Hunters. This is a very challenging mode to take out the fugitive, as the Hunters must split up to find the Fugitive in time. No respawns and enforce a time limit (Good range of 15-20 Minutes)
Assassins (As many players as desired, but recommend about 10)
Start off the game by writing everyone's name on a card, then get into a circle. Begin passing you cards to the person on your left until the referee tells you to stop. The persons name in your hand is the person you are allowed to shoot, and nobody else. If you shoot anyone who is not on your card, you are disqualified. Once you kill your target, you take his/her current target and take them out. If the target you have killed had already killed someone, they keep the card with that persons name on it.
This game continues until all the players have been eliminated. The person with the most cards wins. Be careful, as you don’t know whose card the other people has, so treat everyone like they have your card, but do not shoot them. If the person you kill has the card with your name on it, you are forced to sit out, but you get to keep your card. Time limit optional and no respawns.
The benefit of having your own field is that you can play what you want, when you want to play it, and not have to mess with those nasty drives to pro shops! I know the closest field around me, not including the one on an Air Force base, is about 35 minutes away. That’s a long way to drive, especially if you only want to play a few rounds after school!
Decide if your field will be speedball or woodsball. If you have a lot of trees in your backyard, and as long as it isn’t too thick to walk through, go for a woodsball field. If you only have an open space, go for speedball. Typically, Speedball courses are relatively small, while woodsball courses encompass a few acres.
You can set up your field however you like, as long as it is symmetrical (That way neither team has the advantage) and has a start point. My personal field uses a 4’ x 8’ pallet as a start, seeing as that you can fit about 5 people behind it.
Make your field changeable. Don’t put the posts to hold up the wooden bunkers in concrete. Nobody likes to play in the same field over and over again…
Find a few buddies that play paintball and go play. The only downside to having your own course is that you don’t have rental gear for the players who don’t have their own gun. Pro Shops often will rent out a gun, tank, mask, and ammo for about $20/day. Go out and have a little fun!
Now that you have a little experience behind your belt, why don’t you try for some tournaments? Usually you have to drive a good ways to them, especially if you don’t have a Pro Shop near you (Pro Shops often try to host tournaments to boost their sales). You and your team could go through and wipe them all out and move on to the next stage of the tournament.
Think your good, ehh? Well, once you get some stats, you can get people to sponsor you to play in tournaments. Basically you need a team, and something to show your future sponsor that you do pop up in the media. It is basically like advertising for the sponsor, as they give you an allotted amount of money each month so you can cover the costs of the team.
That is just one of many places that will sponsor. Your sponsor doesn’t even have to have anything to do with paintball. Heck, they may not have even seen it before! Go around to your local shops (No corporations) and talk to them about it. You cant get what you don’t ask for.