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Paintball

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Want to learn how to play paintball? Here's how!

Want to learn how to play paintball? Here's how!

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  • 1. It is well that war is so terrible -- lest we should grow too fond of it. Paintball
  • 2. History
    • Inspired by ‘The Most Dangerous Game ’ and the thrill of the hunt
    • Hayes Noel, Bob Gurnsey, and Charles Gaines wanted to develop a way to have these ‘war’ like situations without actually killing someone.
    • They had almost given up on their idea when a year and a half later, their friend, George Butler , showed them a Paintball gun used for marking cattle and trees .
  • 3. History – Cont.
    • The first Paintball game ever played was on June 27, 1981. The game consisted of 12 player competing against each other. The game was ‘Capture the Flag’ on an 80 acre cross-county ski area.
    • Their game being a success, they invited a writer from Sports Illustrated to come and play with them, thus earning them a spot in the June 1981 edition Sports Illustrated under ‘Survival ’.
    • From there, the game took off, contracting Nelson Paint company to be the sole distributor of markers.
  • 4. The first marker
    • The first Paintball marker was a Nelspot 007.
      • It used 12 Gram CO2 Cartridges.
      • Held 10 rounds at most.
      • Had to be tilted for the ball to roll in the chamber.
      • Had to be recocked after each shot.
  • 5. Required Modern Equipment
    • Semi-Automatic/Pump Paintball Marker
      • Standard 200 rd. hopper
      • CO2/HPA/N2
    • Mask
    • Paintballs
  • 6. Specialty Equipment - Barrels
    • There are 4 normal types of barrels:
      • Brass
        • Pros:
          • Very low friction
        • Cons:
          • Heaviest of all the barrels
          • Soft and easy to damage
          • Requires polishing and general maintenance
  • 7. Specialty Equipment – Barrels Cont.
    • Stainless Steel Barrels:
      • Pros:
        • Low friction
        • Very durable
        • No regular maintenance
      • Cons:
        • Difficult to make, therefore more expensive
  • 8. Specialty Equipment – Barrels Cont.
    • Aluminum Barrels
      • Pros:
        • Lightweight
        • Inexpensive
        • Can be anodized
        • Durable
      • Cons:
        • More friction than stainless steel or brass
  • 9. Specialty Equipment – Barrels Cont.
    • Ceramic Barrels
      • Pros:
        • Accurate
        • Lightweight
        • Durable
        • Quiet
        • Cheap
      • Cons:
        • Most are long, as in from 12” to 16”
  • 10. Specialty Equipment – Specialty Barrels
    • There are 2 main specialty barrels:
      • Flatline Barrel
        • 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).
  • 11. Specialty Equipment – Specialty Barrels Cont.
    • Apex Barrels
      • 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.
  • 12. Specialty Equipment – Markers
    • There are three main types of markers:
      • Electric
      • Mechanical
      • Pump
    • These markers are listed as priced from the most expensive being the top.
  • 13. Specialty Equipment – Markers Cont.
    • Electrical
      • These markers have a circuit board that operate the trigger for you after you press it down. These can be set to semi-automatic, Burst, and Full auto.
        • Pros:
          • Very high Balls/Second rate
        • Cons:
          • Can be VERY expensive
  • 14. Specialty Equipment – Markers Cont.
    • Mechanical
      • These markers come standard semi-automatic, although you can upgrade them to become electronic. Mechanical markers shoot one ball for every pull and release of the trigger.
        • Pros:
          • Cheaper than electric
        • Cons:
          • You can be eaten alive by the competition if you cant squeeze that trigger off fast enough.
  • 15. Specialty Equipment – Markers Cont.
    • Pump Guns
      • Generally, pump guns are used mainly by the more experienced players, as the gun requires you to manually pump the gun to reset the bolt.
        • Pros:
          • Cheapest of the three
        • Cons:
          • Slow BpS because you must pump the gun every shot
  • 16. Specialty Equipment – Hoppers
    • Hoppers usually come in 3 categorys:
      • Gravity Fed
      • Electric
      • Pneumatic
    • Gravity fed is the cheapest, and will only feed balls as fast as they will fall in the chamber, thus making them unreliable for people with upgraded triggers.
  • 17. Specialty Equipment – Hoppers Cont.
    • Electric
      • Electric hoppers use a motor to rotate the balls so that they feed into the chamber quicker. Even the most expensive loaders top out at 30 BpS.
        • Pros:
          • Fast Feed
        • Cons:
          • Expensive
  • 18. Specialty Equipment – Hoppers Cont.
    • Pneumatic
      • 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.
        • Pros:
          • Fast feed rate
          • Ball feed is synced with the trigger pulls
        • Cons:
          • Although this runs off of excess CO2, you do see an efficiency reduction with this.
  • 19. Specialty Equipment – Specialty Hoppers
    • 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.
  • 20. HPA Vs. CO2
    • CO2:
      • Pros:
        • Cheap
        • Easy to get
        • You get a lot of shots per tank compared to HPA
      • Cons:
        • Known to not expand in the winter time, resulting in horrible accuracy
        • Velocity fluctuations occur because of not expanding from a liquid right
  • 21. HPA Vs. CO2 Cont.
    • HPA
      • Pros:
        • Lightweight
        • Cheap
        • Does not have expansion problems, as it is already a gas
      • Cons:
        • Stored at extreme pressure (3000-4500 PSI)
        • Difficult to find fill stations except at fields.
  • 22. Choosing The Right Paintballs
    • There are several factors involved with choosing paintballs:
      • Shell hardness ( Determines if the balls breaks easy on impact )
      • Fill color and thickness ( Easiness to see if you shot them )
      • Caliber
  • 23. Choosing The Right Paintballs Cont.
    • Shell Hardness
      • 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.
  • 24. Choosing The Right Paintballs Cont.
    • Fill Color and Thickness
      • 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!
  • 25. Choosing The Right Paintballs Cont.
    • Caliber
      • 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.
  • 26. Marker Upgrades
    • There are several things you can do to upgrade the performance of you marker:
      • Premium front and rear bolts
      • Premium power tube
      • Upgraded trigger
      • Expansion chambers
  • 27. Marker Upgrades – Front and Rear Bolts
    • Front and Rear Bolts
      • 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.
  • 28. Marker Upgrades – Power Tubes
    • Power Tubes
      • 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.
  • 29. Marker Upgrades – Upgraded Triggers
    • Upgraded Triggers
      • 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.
  • 30. Marker Upgrades – Expansion Chambers
    • Expansion Chambers
      • 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 ;)
  • 31. Modes of Play
    • The most common modes of play are:
      • Capture the Flag
      • Elimination
      • Suppression
      • Control
      • Escort
  • 32. Capture the Flag (As many players as desired)
    • The point of the game is to retrieve the other teams flag, and bring it back to your base. You can play this with no respawns, a select number of respawns, or unlimited respawns
      • No respawn – Players must try to stay alive in an attempt to capture a single flag. Game goes until all but the last player is alive.
      • A number of respawns – Players will get multiple chances to score after they wait in the “dead zone” for 2 minutes. Game must have time limit.
      • Unlimited respawns – Team tries to score as many captures as they can in the allotted amount of time.
  • 33. Elimination (As many players as desired)
    • There is only one goal in Elimination, and that is to wipe out the opposing team. The first whole team to be eliminated loses. Game may or may not have a time limit.
  • 34. Suppression (As many players as desired)
    • 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.
  • 35. Control (As many players as desired)
    • 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.
  • 36. Escort (As many players as desired)
    • 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.
  • 37. Escort Cont.
    • 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.
  • 38. More Game Modes
    • Less common, but still a lot of fun:
      • Bounty Hunter
      • Assassins
  • 39. Bounty Hunter (5-7 players)
    • 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.
  • 40. Bounty Hunter Cont.
    • 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)
  • 41. 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.
  • 42. Assassins Cont.
    • 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.
  • 43. Now for the actual game
    • Look for a paintball field around you
      • Air Force Bases
      • Local Pro Shops
      • Build your own!
    • If you can get on them, often times, Air Force bases have paintball and other recreational fields.
    • Use google to find local shops around you!
    • If you’ve looked and just cant find one close, build your own! It’s not hard and can be fun!
  • 44. Building your own field
    • 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!
  • 45. Building your own field cont.
    • What you will need:
      • Wood, and lots of it
      • Barrels
      • Junk Cars
      • Wooden spools (From the electric companies. Often times they give them away)
      • Pallets
      • Crates
      • Dirt
      • Etc. Anything you can crouch behind basically
  • 46. Basics for designing a paintball field
    • 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.
  • 47. Basics for designing a paintball field cont.
    • 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…
  • 48. Now for the game time
    • 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!
  • 49. Basics of gameplay
    • When you get shot, no matter where it is, if it breaks, you’re out. When you get out, raise your hands in the air and shout “OUT!” or “DEADMAN!”.
    • Splatter doesn’t count. The NPPL rules state that the marking must be larger than a quarter. However, if you call yourself out, no matter if you got hit or not, you ARE out!
  • 50. Basics of game play cont.
    • If you think you got shot, but cannot see the place you got shot to see if it busted, ask the ref for a paint check. He will visually check you over to make sure you aren’t out.
    • Never shoot at somebody who is less than 15 feet away, as this can result in injury.
    • Overshooting someone (Shooting them after they identified they are out) will get you disqualified.
  • 51. Tournaments
    • 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.
  • 52. Sponsorship
    • 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.
  • 53. Example of a sponsor
    • This is the sponsorship requirements from Tippmann, a paintball marker manufacturer:
      • Team name, home location and captain information
      • Team’s general history
      • Names, ages and playing years of each team member
      • Color photographs of each team member (can be scanned and printed)
      • Teams practice schedule and home playing location
      • Future tournament event schedule
      • Current equipment list of each team member
      • Team’s past tournament achievements
      • Team’s current sponsors
      • Team goals for the future
      • Link to you team’s website
      • How your team plans to represent Tippmann Sports
  • 54. Sponsorship Cont.
    • 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.
  • 55. Sponsorship Cont.
    • Things a sponsor might ask for:
      • Some kind of jersey with the sponsors shop/company name printed on it.
      • Stickers with the sponsors name to go on your marker.
      • If the sponsor is a paintball corporation (Yes, I know I said no corporations, but none outside of the paintball industry), they may want you to use their brand. So pick wisely ;)
  • 56. General good sportsmanship
    • No foul language, paintball is a family sport
    • No wiping the paint you got shot with off, this is called cheating
    • No ball speeds of over 300 f/s. If you are unsure of what your velocity is, get it chronographed. It is unfair and may result in injury.
    • If you win, don’t gloat, and if you lose, don’t be a sore loser. Nobody likes those kind of people.

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