Friday, November 28, 2008

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redblekok's jersey


Saturday, November 15, 2008

redBlekok

Thursday, November 13, 2008

Paintball History

Paintball is still a very young sport with a very short history compared to other sports. In 1974, James Hale of Daisy Manufacturing designed and patented the original paintball gun, which wasn’t invented for a recreational or extreme sport; however, the paintball gun, the Nelspot 007, was invented to mark trees and cattle for forestry and farming industries.

In the very first paintball game, there were twelve participants using the pump pistol, Nelspot 007. They played an exciting game of capture the flag in the forest of New Hampshire the following are some of the partakers in this game:

• Hayes Noel, he was a stockbroker.
• Bob Gumsey, a sporting goods retailer.
• Charles Gaines, who wrote for a living.
• Ritchie White, the winner of the first paintball game.

Without firing a single shot, Ritchie won the initial game of capture the flag.
In the 1980s

The 1980s was practically the beginning of this wonderful sport with many recognized events that occurred. The first exclusively designed paintball gun for playing the sport was the Splatmaster, which was invented by Robert G Shepherd on July 30, 1985. Also in the 1980s, George Skogg invented a paintball pellet recipe that was more accurate and brighter. These pellets were easily washed off with water and soap, which made preferably fitting for the sport. Mr. Skogg worked for Nelson Paint Company and this invention became the Nelson recipe for paintballs.

In the 1990s

In the 1990s, paintball had massive developments improving the popularity in this extreme sport with the very first electro-pneumatic paintball gun, the Shocker, produced. This low-pressure operation and effectiveness has developed into the new standard mechanism in paintball guns. In 1993, another event had mass influence on the growth of paintball, the National Professional Paintball League (NPPL) “DC Cup” was aired live on ESPN from Washington. In 1996, paintball was raised to the third most popular extreme sport with tournaments played in over 60 countries.

In the future...

In the future, the technology on paintball guns will achieve greater accuracy, speed, and air efficiency. They will also become lighter and smaller. Due to the changes in the nature of how the games are played, participants need to be able to maneuver easier and shot faster. The paintball gun will continue to evolve as up coming technologies are introduced to the sport. This extreme sport has already achieved a great amount and will achieve even more in the upcoming years.

Paintball Fundamental Shooting

Paintball is one of those sports that you can learn the rules but as far as shooting your marker is concern that is all hands on experience. Someone can show you how they shoot but their technique may not work for you. If you are new to the sport you have to practice and find your niche. You want to accomplish the following things when learning how to shoot

* Learn to hold the gun
* You want to learn to shoot straight
* You want to shoot with accuracy
* You want to know when to shoot
* Is the gun I have chosen right for me
* You want to learn to shoot and move at the same time

Knowing what you can do may help you control the gun, sometimes new players buy the bigger guns because they want to show off, but like regular guns sometimes the gun can have too much power and you won’t be able to control it. You want to learn to hold the gun properly that should be your first step, get comfortable with the gun.

Once you have become comfortable with your marker you can learn to shoot straight, it is when people who aren’t comfortable with their paintball gun who end up shooting paintballs all over the place. The next thing you want to do is shoot with accuracy, some people have aim while others don’t but that isn’t really your issue, the issue is how to shoot a moving target with accuracy.

You can practice this in a safe area with a target but instead of the target moving you move and try to hit the target. It works either way, or you can find someone who is willing to let you shoot paintballs at them. That may prove to be most helpful. That is also where you will learn to move and shoot at the same time, to practice that you can just use a still target and practice your accuracy while moving. Do not be discouraged if you don’t get the hang of it all at once, you will you have heard the old saying Practice makes Perfect.

Also knowing when to shoot will not only help you in shooting the gun it will also teach you control in the game and it will improve your entire game. If you just start shooting and hope you hit something then you are surely going to get knocked out of the game early because other players are going to see your random bursts of paintballs flying through the air they are going to strike as you are busy wasting paintballs.

The art of shooting a paintball gun is a skill and some people catch on faster than others. Don’t worry if you don’t get it at first, the more you practice by yourself as well as practice on the field you will get better and better. It isn’t easy but just go out there and have fun.

Utilizing Protection in Paintball

To hold your ground alone or to be a valuable member of a team, you need to be on the field. That means you need to avoid being shot and taken out of the game or waiting around for a medic to be “healed” so you can resume playing. Utilizing protection on the field is an effective way to stay on the field longer.

Every field will have different structures, objects, or natural surroundings that can be used as cover and as protection from being hit with a paintball. Skilled shooting will come in handy so that you limit your time away from the protection of the surroundings.

Protection to be utilized:

* Trees
these are good because they are easy to maneuver around. Trees in established woods are often wider and taller than the average player.
* Block houses, crates, and vehicles
inside and outside walls can be utilized as protection. Inside, maneuverability is limited. Increased alertness will be needed.
* Bunkers
works well to conceal, can pop up and surprise the “enemy”.
* Bushes
minimal protection provided unless branches are dense. These can be effective for use as a camouflage.
* Mounds
medium protection provided because they are solid but hard to maneuver around because they are so low.

In the fast passed nature of paintball games and scrimmages, there isn’t always time to avoid being shot and ending up taken out of the game. Getting behind protection on the field will be necessary. To make sure you utilize the protection available, be aware of the surroundings on the paintball field. Even if it’s your first time on the field use every opportunity to learn the field quickly. The ways this can be done:

* Quickly scan field upon arrival
* If you get shot, while waiting for the game to end, study the field
* Ask others who are familiar with the field
* Check online for field maps
* Employees are often happy to talk about their field

Limiting time away from the protection on the field will keep you on the field playing longer. Paintball players should develop their shooting skills while moving to reduce the risk of being shot.

Being in good shape not only will prevent injury on the field, it will reduce your time out of cover when traveling on the field to accomplish paintball game missions. Avoid staying too long in one area if there is no need to. You will be a harder target if you are moving!

Everyone wants the maximum time on the field, so the sooner you know where the protection is on the field, the better you can utilize the protection on the field.

Paintball Teamwork

There are tactics you can use to be a better paintball player. Knowing how to work as a team member (no it’s really not all about you), maneuvering on a field indoors or outdoor, and knowing the game you are playing are some of the paintball tactics that will help you dominate the field with your team.

No matter what super paintballing skills you possess, if you can’t work as part of a team, you’ll be pretty useless in any game your buddies want to participate in. I consider this a neglected tactic. Even in the game Medic Mania where accurate shooters cover the medic and work somewhat independently, teamwork is still needed.

A good team member:

* Knows teammates’ strengths and weaknesses
* Is Skilled in aspects of paintball
* Is educated on game rules
* Becomes familiar with the field to be played on
* Knows assigned duty and fulfills the tasks needed
* Covers team members
* Is alert and aware of teammates’ positions and duties

To acquire the above skills takes practice and to really know your teammates, you will need to participate in as many practices as you can. Being a team player is a successful paintball tactic to beat your opponents.


You should have some skill in both indoor and outdoor fields. This will make you successful in game play because you can adjust to your surroundings and have tactics from both kinds of paintball at your disposal. To maneuver on an indoor paintball field, your speed will come into play. There are more open areas where you must move and act quickly not only to avoid being hit, but also to get those shots in as the opponent moves across the paintball play area. Being able to accurately shoot while moving is a tactic that will help you take out more opponents. While your opponent steps away from cover to shoot at you, they are vulnerable and it’s a good opportunity for you or your teammates to take the shooter out. For outdoor fields, you must be able to quietly maneuver so as to not draw attention to your location. This tactic will allow you to move about the field undetected. If your opponent doesn’t know you are there, you won’t become a target. The closer you get to your opponent before being detected will allow you a more accurate shot. You must be quieter than a mouse!

Another tactic is to be knowledgeable of the game you are playing. Yes, it’s true; some of winning has to do with the mental edge, knowledge. Once you have played a variety of paintball games and got some experience, it will become easier to walk into a new game and get the hang of it quickly. Untill you have that kind of experience under your belt, become educated on as many games as possible. Note the similarities among games as well as the differences. Always discuss the details of the paintball game you are playing with all players because different paintball fields and teams may alter the base game.

No matter if you play indoors or outdoor, if you can’t make the shot, you are in trouble. Back up all knowledge of paintball tactics with accurate paintball shooting skills. It’s pretty simple, practice… practice… practice will improve your skill and tactical knowledge.

Crucial Paintball Movements

When playing paintball you want to make sure that you and your teammates are all working together. It is a good idea to formulate a plan of action before the game begins. It is very important that each player has a position they are going to take and how they are going to move. During the game you and your teammates may come under fire and you may need to make some crucial movements to ensure your safety. When you are playing in a wooded area you have to be aware of your surroundings because the opposite team is hiding as well as you may not be able to see the opposing team.

As the paintballs begin flying you have to be aware and on your toes. Paintballs can come from all over, they could come from angles or straight ahead, you have to be aware and be scarce so you don’t get hit. You have to be ready to change positions at any time. You and your team can plan the movements before the game but it once you get into the game depending on the other teams movement are going to dictate your moves as well.

That is why you need to be aware and you and your teammates should have a great line of communication. You have to be able to trust each other so if anyone on the team has to differ from the plan then you can trust that person to know he is going to make the right move. Crucial movements are very important; they may keep you in the game or send you out.

It is hard to plan the type of movements you can do while you are under fire with paintballs. But as you become more experienced in the game your tactics will improve and you can make those critical yet crucial movements without second guessing yourself. Not only do you have to trust your team but they have to trust you too. Once you and your team are tight the movements each team member makes the other members can follow with their own moves and not have to worry about the others.

In essence you are moving separately yet together. That is the key to a good team, you can anticipate good movements from your teammates and trust they are the right moves and they will trust you to do the same. A team that does not make the right moves either individually or together will fail. That is the point of paintball either as a team or when you play on your own, crucial movements are essential to playing a good game.

Basic Flanking

Basic flanking is a military tactic, that when executed successfully, will result in the enemy being surrounded by two or more sides. Just coming up from behind to attack may result in too many opportunities for the enemy to escape and casualties for the attacking team. Flanking is a very important tactical maneuver in paintball game playing.

Flank is another word for side. The idea of basic flanking is to attack the opponents from the sides. This tactic prevents the enemy from taking effective cover and makes the attack more successful for the aggressing team. A dedicated flank charge that is executed quickly and skillfully is challenging to repel. Flanking is one of the most useful strategies in paintball because it can be used in a variety of situations involving firefight. Team members should be skilled in communicating among themselves without giving away the plan to utilize basic flanking to the opponents. The idea is to catch the enemy unprepared for the attack. This can be done different ways:

* Verbally communicating the plan before the game begins.
* Using basic hand signals that are visible to team members but blocked from view by the opposing team communicate when and where the maneuver should be executed.
* Have a unique signal known only to team members that communicate that the basic flanking tactic will be used.

Be sure all team members know their role in a flank attack. This tactic can easily backfire, so be alert to what is happening on the field at all times when executing the basic flanking tactic.

Team members have different roles during a flank attack:

* Provide cover
* Cause a distraction
* Execute the attack

Since paintballs aren’t the most accurate projectile and paintballs move relatively slow, planning and executing a closer-range flanking maneuver is far the most effective way to eliminate opposing players one-on-one.

Always be aware of the other team’s movements as a group. Look for any signs that a flank attack may be in the works:

* Excessive cover is provided for a few paintball shooters from the opposing team. This may indicate a flank attack in being prepared.
* There is a high fire attack that is not effective in taking out players. This may be a distraction as the enemy positions for a flank attack.
* There are few opposing team members positioned on the sides, but not attacking. It could indicate preparations for a flank attack, so be prepared.
* Have a signal to let team members know there may be a threat of a possible flank attack so that they may be more aware and alert of activity on the flanks and be prepared.

Knowledge of basic flanking tactics is a great offensive option in most paintball games. Early detection of a flank attack from a defensive position can stop its effectiveness.

Tuesday, November 11, 2008

Undergoing MyBlogLog Verification

Monday, November 10, 2008

Shooting Positions


Shooting in paintball rarely resembles target practicing with a rifle. You must be able to shoot accurately while running, standing, crouching, kneeling, sitting and laying. Each position requires a slightly different technique, but with practice you can become proficient from any position on the field.

Prone
Laying on your stomach is rarely an ideal position in paintball. Unlike shooting a rifle, the stability of a front rest will not greatly increase your accuracy, so the only time you should drop to your stomach is when you are under attack or trying to stay hidden. While in the prone position, raise your upper body slightly on your elbows and hold your gun up to eye level. If you need to get lower, move your elbows farther forward which will lower your body and your gun at the same time. When you need to move, use your elbows and legs and crawl like a salamander.

Sitting
The sitting position is primarily used behind bunkers. Position yourself several feet behind the bunker with your legs either straight forward or slightly to your side. Keep your gun up to eye level so you can just shoot over the top of the bunker. The sitting position utilizes the natural ability of your back and neck to shrink down and straighten out. When you straighten, you should just be able to look over the top of the bunker, shoot and then quickly shrink back into safety. Additionally, in the sitting position it is easy to lean from side to side to shoot around the bunker.

Kneeling
The kneeling position is similar to the sitting position, but is used when you can't see over the bunker or barrier while sitting. Position yourself on one knee, with your other leg ready to help you move. Keep your gun at eye level pulled tight into your shoulder. Raise and lower yourself primarily with your waist and back, and keep yourself only high enough to peek over the bunker. The kneeling position is also a great intermediate position when you are getting ready to run to another position.

Crouching
Crouching is not comfortable and just a few minutes in the position can cause your legs to start to cramp. Ideally, crouching should only be used as an intermediate step between kneeling and standing. Keep your gun tight against your shoulder and curve your back forward to lower your profile. Keep your weight centered on the very front of your feet. When preparing to run from a crouching position, lean forward until you nearly fall and then spring into a full run rather than springing up and then running forward.

Standing
Standing is ideal for shots from a distance and while hiding behind tall bunkers. It is the most comfortable position to stay in for long periods and will be your primary position whenever you don't need to use one of the others. Keep your legs slightly bent, and spread them to a comfortable distance. If you need to lower yourself, try to spread your legs a little more rather than crouching. Hold your gun in whatever position is most comfortable, and try to keep your body as concealed as possible, exposing as little of your body as possible around a bunker.

Remember
Whatever position you are in, keep in mind what positions you can get to if you come under fire, if you need to move or if you can't get the shot you need. Find what positions you prefer and practice them, then practice the positions you don't like as much to improve your over-all game.

Why Leapfrog?


Paintball is a game of movement. Almost anyone can shoot an opponent that's out in the open, but the trick is to out-maneuver your opponent so that you have that shot and your opponent does not. Leapfrogging is a basic team movement where two or more players take turns advancing while always being covered by another member of their team.



Decide What Direction To Go
Leapfrogging is a team maneuver, so before you begin, you must decide as a team where you are going. Establish an end goal and a rough outline of where you are going. If everyone is familiar with the field, it is advantageous to mention specific landmarks that you will use.

Establish Position

Moving in the direction of the end goal, the first player to move will head to some form of cover such as a tree, rock, bunker, or ravine. He will place himself behind his cover in such a way that he can view the field ahead of him and can see a location for the next player to move to. Now, as the "frog", his responsibility is to keep on eye on the field and then direct the next player where to go.

The Leap

After the first player has established a safe position, he will motion to the second player to come and will indicate where the second player is to go. The second player will then run to the next piece of cover and will conceal himself as quickly as possible. Often, while players are leaping they will come under fire; their responsibility is to quickly take cover, not to return fire. The first player should return fire and try to force the opposing player to duck down and stop firing. Once the player has established himself behind his cover, he becomes the "frog" and will direct the first player where to leap.

Repeat the Process


After the second player has taken position, he then acts as the frog and directs the first player where to go. The process is repeated until the end destination is reached or until enemy fire forces a halt or a retreat.

Things to Keep In Mind
Choosing Directions
When the frog is deciding which direction to send his teammate, he must keep in mind three things: where opposing players are located, what cover the leaper is going to find, and where the end goal is. Ideally, the frog should send his teammate in a direction where he will be open to opposing fire for as little time as possible while still going as directly as possible towards the end goal.

Size of Leaps
Stay close but not too close. An ideal leap will place players 15-30 feet apart so they can still communicate easily, but not so close that they will get pinned down together.

Retreat
While it would be nice to leapfrog away from a bad situation, it usually is not possible. If it comes to the point where there is no chance of successfully holding your position, it usually makes more sense to retreat at the same time while keeping at least 10 feet between retreating players. Trying to leapfrog away from heavy fire will usually result in the frog being pinned down with no chance of escape.

How to do a Strong Side Attack

Divide Your Team


During a game of capture the flag it might seem like a good plan to divide your attacking force evenly and assault both sides of the field. While this strategy will sometimes work, it is more effective to concentrate your forces on one side of the field so you can push hard and quickly confront the enemy.

Divide Your Team
Divide your team in a 3-2-1 ratio of players, so if you have 12 players, there will be groups of 6, 4, and 2. The largest group is your strong side force, your middle group will defend your base, and your smallest group is your weak side force.


Position Your Team



When the game begins, defenders should position themselves in a direct line of sight from your flag, well hidden, but close enough to cover the flag. The weak side force should advance toward the opposing base on their side of the field, and then conceal themselves about 1/3 of the way up the field. The strong side force should rapidly advance towards the enemy base on the opposite side of the field for about 1/3 of the field length, and then they should proceed forward at a more cautious pace, leapfrogging if necessary.

Jobs for Each Group of Players


Defenders
The defenders should stay hidden until any attacking force gets within easy shooting distance. They should not give away their position unless they have a sure shot on any attackers.

Weak Side
The weak side force exists primarily to act as eyes for the rest of the team. They should stay hidden as well as possible and observe what is happening on their side of the field, and hopefully in the center of the field. Ideally, they will have a radio and will be able to communicate with the other groups where the enemy is. The weak side should not engage the enemy unless necessary. If they do come under fire, they should try to retreat back to the base and help the defenders.

Strong Side
The strong side force has the responsibility to aggressively attack the opposing base and capture the opposing team's flag. The strong side force should have a squad leader who stays slightly behind the other players and directs their movements. His responsibility is to keep in contact (via radio) with the defenders and the weak side force. If the strong side loses half of their force they should call up reinforcements from the defense, and the weak side force will replace those defenders.

Attack the Opposing Base

A strong side attack is often successful because of the greater firepower the unit brings to one side of the opposing base. The key is to play aggressively and to move quickly. When the opposing base comes into view, the strong side force should divide into two units: one will attack the base head on while the other will try to flank the base, always staying on the strong side of the field. The frontal assault should engage the defenders and allow the flankers to advance and clear out the base.

Capture the Flag

It is not necessary to empty the opposing base before retrieving the flag. If part of the opposing defense has been eliminated, the attacking force can then fire at the remaining defenders repeatedly, keeping them pinned down, allowing another player to go and capture the flag.

Returning the Flag

Once the flag has been captured, the entire team should run back to their home base. The flag carrier should follow behind the other players in case the home base has been captured and is now being defended by the opposing team. When you are returning with the flag, there is no need to be stealthy, it is time to run hard and push the flag to your home base. Remember, once the flag has been returned, the game is over, so don't hesitate to run it back to your base even if you're being shot at.

Sunday, November 9, 2008

How to be a Paintball Sniper


The paintball sniper is a player who is willing to be patient, play alone and is confident in his own abilities. Snipers don't require massive amounts of specialized equipment, just a good sense of where to hide and when to shoot. There's no magic gun that will allow you to get kills from 300 feet away or some magical camouflage that will keep you absolutely hidden, but some good strategy, smart thinking and a little bit of luck can help you become a true paintball sniper.

Equipment

Gun/Marker
The distance a paintball can fly is directly dependent on the speed a ball is traveling when it leaves the barrel. Since safety dictates that a ball leave the barrel at under 300 fps, very few upgrades will increase the distance that you can shoot from. The Tippmann Flatline (compare prices) barrel can add a certain amount of back spin to the ball and slightly increase your range, but from my experience, the increase in distance is not extremely beneficial because your accuracy will decrease the further you shoot.

Since most guns shoot about the same distance, be sure that you find a gun that is accurate and consistent. The key to being a good sniper is the ability to hit your target on the first try. A gun that does not consistently shoot the same speed or if there is significant variation in where the ball goes from one shot to the next will not allow for one-shot kills which are vital to the position. Look for guns with regulators (or expansion chambers if you use CO2) and read reviews to find out how accurate guns are. Additionally, be sure that your gun is not brightly colored - you need something that blends into the surroundings and does not stand out.

Barrel
Paintball companies constantly advertise how their barrel is better than the competition's, but the truth is somewhat different. Accuracy is more dependent upon the consistency of the gun shooting the ball, and any one barrel will not greatly improve performance if there is a good paint to barrel match. Choose whichever barrel you like, but make sure your paint properly fits your barrel.

Sights and Scopes
A gun sight or scope will only help if your gun shoots accurately and consistently. High powered scopes are nearly useless because paintball guns are not nearly as accurate as firearms and they take too long to use. Sights are typically only useful for your first few shots as they take too much effort to use during a fire fight. When I use a sight, I prefer a basic red dot sight (compare prices) that I can turn on when I need it, though I usually will play many games without ever turning it on.

Clothing
The key to being a sniper in paintball is stealth, so choose your clothing well. You don't necessarily need camouflage (though it often helps), but make sure your clothing will blend in with whatever your surroundings are. Army surplus and thrift stores are some great resource for some low-cost camouflage, or if you really want the best, many stores sell paintball specific camouflage. Some people also choose to wear a ghillie suit (compare prices) which really helps you blend in with your surroundings.

Positions

There are typically two positions a sniper can play, though the strategy is similar for each. The forward sniper rushes forward at the beginning of the game and establishes an advanced position while the rear sniper is primarily concerned with defense and flag protection.

Forward Sniper
At the very beginning of the game, the forward sniper's responsibility is to move as far forward as possible, only stopping when contact with the opposing team is imminent, conceal himself and wait for the perfect shot. As a forward sniper you should ideally be familiar with the field and choose a location that is adjacent to a trail or path that the opposing team might come down.

Rear Sniper
Before the game begins, the rear sniper should have a good idea where he is going to go. Position yourself far enough away from the flag that you won't be in the line of site of the other team as they approach the flag, but close enough that you will still have a good, accurate shot on anyone who goes for the flag.

Concealment

The key to being a sniper is to position yourself in such a way that you have a shot on the opposing team without them seeing you or being able to quickly return fire. When you hide, lay low and use your surroundings (bushes, trees, grass, rocks, etc.) to your advantage, and make sure that as little of your body and gun is left visible as possible. If it's a sunny day, take advantage of the shadows (they'll help you hide and keep you cool). A good hiding spot will make the difference between success and a quick trip back to the dead zone.

Forward Sniper
Position yourself so that you have a good view of the trail that you expect the opposing team will come down. Ideally, you will be able to see your opponents as they approach but they will not have a good shot at you. If possible, position yourself in such a way that the opposing team will actually have passed your position before you have a shot at them.

Rear Sniper
Don't hide directly behind the flag. Position yourself to one side or at an angle so that any opposing player who advances towards the flag must pass between you and the flag rather than forcing you to shoot past the flag towards a player. If the cover and terrain allow it, hide to the side of the flag so that you have a direct shot on the flag but the only shot the enemy has on you is a direct frontal assault.

Attacking

The key to being a sniper is to wait for your shot. Do not give up your position unless you have a sure shot - the key is to lay still and let them come to you. If you rush things you'll probably end up out-gunned with nowhere to run.

Forward Sniper
Wait. Wait. Wait. Make sure that you know how many people are in the group coming towards you and exactly what their formation is before you shoot. If at all possible, let the enemy pass your position before you fire - I can assure you that it's much easier to shoot a group of people if you are shooting at their backs. When you are ready to fire, pick the most dangerous target (the person with the most experience, the commander of the squad, the player who shoots the most paint, etc.) and open fire. Fire until they have called themselves out (don't count on your first shot hitting or breaking) and then immediately shoot towards the others in the group. If you are lucky, you'll be able to eliminate the entire group, but realistically you will only get one or two and the others will find cover. If they know where your position is and have a shot on you, it's time to move. If they don't know where you are for sure, just bide your time and wait for someone to walk back into your sights.

Rear Sniper
Patience is still important as a rear sniper, but the opposing team will probably count on defenders near the flag so the element of surprise is not as great. Make sure the opposing players are in range before you fire and make sure to lead your target if a player is running for the flag. Since you are the last line of defense you probably won't have the chance to retreat, so even if your position is discovered be sure to stay put and fight your hardest. If your hiding place is good, the only chance the enemy has of shooting you is to run out into the open while you stay put under cover.

How to Move

Whether its woodsball or speedball, the key to victory in almost any paintball situation is to out maneuver your opponent. The best equipment in the world won't win you a game if you're out played with better timed movement and superior strategies.

Just like real estate, the trick to maneuvering in paintball is location, location, location. As heroic as it sounds to dash madly into the unknown, a mad dash typically ends with a face full of paint. On the other hand, an aggressive rush against an opponents hiding place is key to many paintball victories. If you know where your opponent is, try to make it so he doesn't know where you are. If you don't know where your opponent is, find him as fast as you can.

A natural reaction that everyone has when paint is flying at them is to duck their head. This is a good thing. The bad habit many players get into is that once their head is down they are only willing to slowly peek and fire from their hiding place, never advancing up the field. Rather than hiding, a good paintball player trains himself to evade oncoming fire and then move to a better location as soon as he can.

If your opponent hides and then pops out and tries to snap shoot you, it always helps if you're no longer where he thinks you are. What your opponent doesn't know will definitely hurt him as you then advance to a new location, ready to hit him with a barrage of paintballs from an unexpected direction. Not only will he not have a bead on you, but you'll still know where he is and you'll get a few shots on him before he even knows where to look. Knowing when to move is not an exact science - it's a skill that's learned through dozens of games and dozens of failures, so be sure to practice and learn.

After you train your body to think "move" rather than "hide", you can then work on training yourself to not only move but to keep track of your opponent at all times. Equipment can make a difference, but I've taken out plenty of players that had guns that were much nicer than mine simply because I had position on them. I'll never forget the time an aggressive tournament player thought he could march into the woods and simply eliminate everyone in his path. Sure, he eliminated half my team but when I came up straight behind him at 30 feet it wasn't to hard to remind him that he got out played with three paintballs to the back.

The Run-Through

Picture yourself behind a bunker on the edge of a field during a heated match. You peak out and shoot a burst of paint, only to be driven back by an opponent who has the angle on you. You look to your left and your teammate is stuck in the same situation in the middle of the field. Your back man is still going strong, but the far side of the field is collapsing and your team is down bodies. What do you do? It's time for the most exciting move in paintball - the run-through, more aptly described as a mad dash to glory.

Comparable to an interception for a touchdown in football, a successful run-through can change the direction of a game, whether it's speedball, woodsball or scenario. It not only has the potential of decimating the other team's numbers, it also shifts momentum and puts the other team on their heels. All it takes is a willingness to run and a lot of luck.

Ideally, a run-through will take place in only two situations - when you heavily outnumber the other team or you're heavily outnumbered. When you get ready to run, you should make sure of three things: the route you're going to run, the location of the opposing players and who is going to help you. The first two necessities are self explanatory, but the third is what can make all the difference.

When you prepare to run, you need to open up a window of opportunity. Depending on the situation, there are two good ways of doing this - pinning your opponents for a moment or giving a decoy. In the first scenario, your teammates will lay down a burst of fire to get your opponents to drop their heads just long enough for you to make your move. If that doesn't work, one of your buddies is going to have to become a guinea pig and put himself in the line of fire to draw the attention of the other team - this could be the back man stepping out and shooting from the open, a middle player moving sideways to another bunker or even another run-through on the other side of the field. Whatever the distraction, once it's made the key is to not hesitate and to run like mad. Keep your gun up and shoot at anything that moves. With a perfect run-through you will be able to make it to an occupied bunker, eliminate the player there and then have an angle on the other players on the opposing team.

The sad truth about the run-through is that it typically doesn't work out. For every time I've flanked a team and eliminated a bunch of players, there have been multiple runs stopped short with a burst of paint to my goggles or chest. While the odds aren't great that you'll pull a James Bond and beat the odds and win the envy of your team, if you're down late, the risk of victory sure beats hunkering down just waiting to get shot.

How To Play Paintball Without a Gun

An underrated aspects of paintball is the element of playing without a gun. Sure, everyone loves to shoot paintballs and be the hero, but there are times when no paintball gun is necessary to enjoy the sport. Here are three ways you can be involved without relying on your gun.

The Speedball Hero
If speedball is your game, you should try play a competitive game of center flag. Not only do you have to focus on eliminating the other team but you also get to worry about the dangerous runner who can quickly change the course of the game. The next time you play, when you see the flag and you have some room, lay down your gun and be the one who makes the difference.

The Commander
During scenario games a key aspect is organizing your side - with dozens of players spread out over several acres, that can be very difficult. When you act as commander, lay down your gun and pick up a radio. All you need to do to win the game can be accomplished over the radio. If you insist on carrying some weapon, you can always try a holstered pistol.

The Ref
While referees are necessary for many games, most players never realize what kind of work it takes to be an effective ref. If you want to understand a little bit of what it takes to be a referee, volunteer at your local field or simply a

Top Ten Paintball Tips and Tricks

There are many tips that can improve your game of piantball that don't require massive amounts of money or new equipment. Each of these ten tips can be used to improve your game without costing any more than you already spend.
1. Move
The key to paintball is movement and there's no better paintball tip than to to learn how to move. You should learn when to move, learn how to move and move all the time.

2. Get a Good Paint To Barrel Match
You have to buy paintballs to play the game, so you might as well get some paint that fits. If your paint is round and fits snugly in your barrel your accuracy will improve dramatically.

3. Walk the Field
One trip around the field can pay off huge dividends as you learn the angles and know the locations of the best cover.

4. Get in Shape
A day of paintball is much more fun and you can actually focus on your game if you aren't constantly gasping for air. Get yourself into good enough shape that your primary concern is not if your body can handle the next game.

5. Know what You and Your Equipment are Capable of Doing
If you know you can't shoot worth anything when you run, save it for practice and don't try it in a game. If you know you can't win a high speed shootout, don't try. If you know your gun isn't accurate beyond sixty feet, save your paint. When you know what your limitations are you won't get yourself into trouble nearly as often. You should always work to get better, but a big game is not the right time.

6. Don't Be The Hero
Paintball players have a tendency to want to be the star of the show and that often gets them into trouble. If you want occasional individual glory, feel free to try every game to win on your own. If, though, you actually want to win regularly, focus on teamwork and strategy.

7. Plan, Plan, Plan
A good team strategy will almost always win against superior fire power and superior numbers. Make sure you all work together and then move in conjunction with each other and you will be able to crush the competition.

8. Practice on Your Own
Improve your game on your own time so that you are able to step on the field and perform. If you excel playing defense, practice offense so that when your team needs you in a game you're ready to help.

9. Communicate
The more you communicate the better you will do. Good communication will help you keep track of where on the field the opposing players are and it will help you coordinate attacks. Whether you shout or use radios, good team communication will greatly improve your game.

10. Aim Before You Fire
A trap that many paintball players fall into is to fire first and aim later. While it's easy to fire lots of paint and walk your shot into your target, after the first shot your opponent knows to move and you have a much smaller chance at getting a kill.

Strategy / Tactics

To compete in paintball you must be able to adapt to different fields, different terrains, different bunker arrangements and different play from opponents. Some basic strategies and tactics will guide you in different situations and help you play paintball competitively.

he basic setup of paintball is very simple, but there are countless variations that will give you new paintball games to try out for years to come.

Assassins
A field full of players and you can only shoot one of them. At the same time, only one is hunting you. The problem is that you don't know who that person is.

Bounty Hunters
There are multiple bounty hunters all pursuing one fugitive. While the numbers are stacked against the fugitive, he does have some distinct advantages.

Snipers
Rather than speed and quickness, the focus of Snipers is stealth and stalking. Not only do you have a limited number of shots, if you don't conceal yourself well you're just a sitting duck.

Necromancer
The team with the most players left wins, but each team has the chance to raise their dead once.paintball game types paint ball game types paintball guns paintball rules how to play paintball

Deathball
You have one minute to get as many bodies as possible to the other side of the field.

Off-Handed
While few people are born ambidextrous, many wish they were. With a little practice, though, you can learn to competitively play with either hand. It also helps if everyone else is learning at the same time.

Pocket Full of Balls
While it's often exciting to shoot a stream of paintballs as fast as you can pull the trigger, sometimes it's nice to slow things down a little bit so the focus is on accuracy and positioning rather than the speed of your fingers. The simple way to slow things down is to remove all hoppers and play one shot at a time.

VIP
Rather than focusing on eliminating the other team, wouldn't it be easier to narrow your focus onto one opposing player? VIP places you with the responsibility of protecting your VIP while also attempting to eliminate your opponent's.

Base Capture
Base Capture is a simple variation of capture the flag that encourages quick games and mad dashes but requires significant amounts of strategy to successfully compete.

Center Flag
A variation of capture the flag that requires you to think, shoot and move quickly.

Basic Game of Paintball
The rules are simple, but all variations of paintball depend on the basic game.

Capture the Flag
Capture the flag is one of the most basic variations of paintball, but it is also one of the most fun to play. While the premise is simple, you can invent countless strategies and techniques to keep you constantly coming back for more.

Paintballer's Almanac Review
The Paintballer's Almanac is not a perfect book of paintball games but it is the largest and best collection of different paintball games available. Not all games are really feasible but there are enough variations of classic paintball games to keep the adventurous paintballer experimenting for many days on the field.

Jenis jenis Marker Paintball

Singkatnya Marker Paintball terbagi dari beberapa jenis.

Electronic Marker, Semi automatic Marker, Pump Gun marker

Electronic Marker : terdapat board electronic dalam marker tersebut yang berfungsi mengatur Rate of fire dari marker. dan biasanya jenis ini memiliki High rate of fire dan biasa di gunakan dalam kompetisi. Biasanya jenis ini memiliki Open Bolt.




Semi Automatic marker : Marker yang memiliki cara kerja yang manual, sederhana dan mudah dalam perawatan dan juga tidak mudah rusak bila terbentur atau basah. Namun tipe standard jenis ini biasanya memiliki tingkat akurasi yang kurang, kecuali yang memiliki cara kerja Close Bolt.





Pump Gun Marker : Memiliki cara kerja yang unik namun cukup merepotkan bila kita menggunakan marker jenis ini dalam menghadapai semi auto atau electronic. Karena marker ini harus di selalu di kokang sebelum menembak. tingkat rate of fire nya tergantung seberapa cepat kita bisa mengokang. Namun Marker jenis ini tergolong akurat karena memiliki cara kerja Close Bolt



Tippmann A5 Sniper

T68 Paintball Gun Commando Sniper by Rap4



Key features:
- .68 caliber system—uses all standard paintballs!
- Semi-automatic (optional upgrade for semi/burst/auto)
- 200 round hopper adaptor
- Optional magazine fed upgrade
- Internal Flexi-Air system
- All-metal body
- Weaver flattop rail
- ASTS trigger
- Works with CO2/Compressed Air/HPA/Nitrogen tanks of all sizes
- Maximum range: 300 feet
- Effective range: 150 feet
- Velocity 200-325 fps (adjustable)

Essential Strategy

The following are the strategies used only in friendly games of paintball. A lot of the strategies discussed here originated in basic military tactics.

Basic Shooting


Paintball markers hits approximately 100 m/s or 30 ft/s. It is indeed important to target an opponent and shoot him at the possible quickest and steadiest position. To best five the opponent, it is advisable to shoot 2 – 4 rounds aiming as if you are aiming a target with a shotgun. It is also possible or better if you ‘walk’ toward your target while firing. If the target hides behind a bunker, it is more effective to shoot from the side.

Cover

A lot of objects may be used as a cover – it may be a tree, a bunker, or an embankment, where you can hide or protect yourself. In woodsball, camouflaging is an effective cover strategy; this on the other hand is not effective covering strategy in speedball field because of the limited sources for cover. Furthermore, cover in woodsball is a mixture of camouflage and shooting, which is not possible in speedball because games in speedball are done in a faster phase and covers are used in a very limited period.

Standing is the most effective position for agility, mobility, and for sneaking, the other hand stealing may also be disadvantageous when the player wishes to covered himself from his opponents and thus it has the higher risk of being marked.

Crouching may be done in two forms; these are kneel crouching, which is almost the same as kneeling or squatting and since this is very immobile kneel crouching is a good tactic for covering, and the other one is the run crouching where the player runs with knees bent lower than the normal, the back also bent forward and the head is held low. The Run crouching is a fairly moving tactic but gives lower cover.
Other positions are prone or lying in which the lies with his stomach against the ground. This may be a good tactic for covering but this is not effective when breaking because noisy sounds are produced when you crawl. One lying tactic, which is more effective when breaking than prone is the stealth crawl where the player may move away the obstacles he sees as he crawls. He moves away obstacles and lifts himself up to go on with the game. This strategy may be time consuming but it is fairly effective.

Flanking

Flanking disillusions the effects of cover. Flanking gives the player opportunities to attack his opponents from the side. One key to make flanking is successfully when all the team members are informed that this strategy is to be used and when all the team members do it with utmost cooperation.

Snapshooting

Snapshooting is done by leaning out of a bunker, shooting the target opponent, and hiding back into the bunker without getting shot. Though this may sound easy to do, snapshooting is rarely perfected even in serious practicing is done. Since the player needs to be agile and cunning, sanpshooting lasts only for a few seconds. Players who often join tournaments can shoot as much as 17 – 20 balls per second. This is highly effective strategy on a speedball field though the player should be consistent in staying in his stationary pivot position and other tactics.

Ambush

The idea is for some of your members to draw your opponents to a place. You team members will deceive the opponents to follow where your men are going and when the opponents are drawn; it is time for a larger member of your men to attack from different directions without your enemies noticing you.

Artillery Support

This may be a homemade in choosing his marker. The success of the game he plays can be greatly affected by the equipment he uses specifically his marker. He should take into consideration the comfortability he feels in terms of the marker’s size, weight, velocity of the paintball, and the fire rate.

Paintball Assault Tactics

Members of the team can only be successful in eliminating their opponents if they are willing to take two different roles – invasion and suppression.

Suppression is a strategy done to distract his opponents from invading. The members of a team who are tasked to suppress their opponents should bear in mind that they are not assigned to eliminate by firing although it may be done occasionally only if it is the last course of action. Their main responsibility is to keep the opponents heard down while the members of their invading are trying to move closer to the opponents’ camp. Suppressors should be well-trained in moving around to make the opponents feel they are left off-guard and trapped. Two of three men assigned to suppress a single opponent is effective but you have to be cautious also that he other teams might also living you to their designed trap.

Invasion

Team members assigned for invasion should master the tactic of concealment. Players to do invasion should be agile, quiet, tight, and patient to be able to successfully position themselves in the original plan. Players assigned to perform the tack of invasion should be intensified when taking out multiple targets, capturing the flags, or performing any given objective.

A-5 Paintball Marker



The A-5 is a semi- mechanized pneumatic paintball marker designed and produced by Tippmann. Its initial release was in 2002 in the USA. It makes use of an innovative latest loading model called the “Cyclone Feed Systemâ€Â� which facilitates the marker to have a high speed of fire disregarding the inclusion of the aftermarket triggers or loaders. It is identified to be strong, economical, and modular.

Features

Tippmann A-5, modelled after the Heckler & Koch MP5K, is lusterless -black. It is particularly well known in MILSIM scenario games because of the varied aftermarket parts. With some adaptations, it can appear like small arms as:

* Heckler & Koch MP5

* M82 Sniper Rifle

* Heckler & Koch G36/G36C

* Heckler & Koch UMP

* Colt M16

* Colt M4 Carbine

* Kalashnikov AK-47

* Thompson Submachine Gun

The typical A-5 can use either CO2 or HPA propellants. Customary marker contains single-finger trigger, 8.5 in (216 mm) ported barrel, front and back sights, tournament-legal speed rate adjuster, solid black 200-round wide-mouth hopper and Cyclone-Feed System.

Cyclone-Feed System

Tippmann A-5 uses a new model termed the Cyclone-Feed System. It intends get rid off high costing troubling hoppers and electric loaders.

Usual paintball markers feature a feed tube enclosed to a hopper/loader that both drips paintballs singly or force-feeds into the chamber. The Cyclone-Feed System is a lodging on the right part of the paintball marker. Enclosed inside the housing are two sprockets that are star-shaped. Paintballs drop from an open mouth hopper into the spaces between the spokes.

As the machinist fires, some gas from the prompter pull is pathed to a tube, which fastens a piston. The gas thrusts the piston ahead, revolving the form of the spokes and supplying paintballs into the chamber concurrently. This means that the speed at which paintballs are being supplied into the marker is dependent on the velocity at which the operator yanks the trigger.

Adaptability

The A-5 is one of the most adaptable paintball markers. Others are presentation improvements, while others are simply visual.

Some of the many upgrades include:

* Barrels

* Expansion Chambers

* Compacted Air Low-Pressure Kits

* Concealment Kits

* Electronic Upgrades

* Triggers

* Strategic Cover

* Foregrips/ Artificial Armory

* Stocks

* Body Kits

* Drop Forwards

* Hoppers

Innovations offered from Tippmann particularly for the A-5 are the CAR Stock, Response Trigger, E-Grip, Low-Pressure Kit, Expansion Chamber, Universal Mount, 98 to A-5 Barrel Adaptor, Remote Line, Sniper Barrel (12″, 14″, 16″ lengths), Camouflage Graphics Kit, Double Trigger Kit and Flatline Barrel System.

Flatline Barrel System

The Flatline barrel is a coiled paintball barrel. The trivial shape of an “S” curving with an approximately sharpened at the outside of some points in the barrel forms a backspin on the ball which augments its scope by 100 feet greater than an average barrel. Since a single paintball is turned another way, it is not as completely precise as other paintball barrels. The other inconvenience is its propensity to smash paintballs more effortlessly. This however can be resolved with paint of better value. It is also relatively shrill, because there is no porting.

Flatline Barrels are disreputably not easy to get rid of dirt. They do not screw into the adaptor on the muzzle of the marker; three locks must be untied until the barrel is detached. It also cannot be lubricated, as paintball gun oil would smooth the sandblasting of the barrel, depicting its upshot ineffective.

E-Grip

The E-Grip is an innovative pistol grip and trigger for the A-5. Five different fire selections that it has are the following:

* Semi-Automatic Fire

* Full-Automatic Fire

* Turbo Fire

* 3-Round Burst Fire

* Auto-Response Fire

The utmost firing speed of the E-Grip is 17 balls-per-second. Firing methods are chosen by rotating to toggle modes.

Response Trigger System

The Response Trigger System is a firing concept accessible for the A-5. It makes use of a sequence of sections that are included to the gun that enormously boosts the firing performance for the marker. The system utilizes extra carbon dioxide or compacted air from the firing sequence to retune the trigger and sear with a pneumatic tube. The system can reset the trigger, even with average force on the trigger. When this occurs, the force of the finger directly pulls the trigger back again, to refire. This efficiently allows the player the skills to shoot automatically.

The disadvantage of the Response Trigger System is that it is activate by waste gas (through the Cyclone Feed port) so it means that it exhausts the propellant quickly. Also, the gas is routed via external hoses which can be hitched on fragments.

CAR Stock

A length-adjustable supply is the same as the stock in an M4 carbine. It takes place the endcap of the A-5. It contains a loop for aattaching a gun-sling.

Structure

The A-5 is strong and contains a sold cast-aluminum receiver with a high- collision shock absorbing endcap. The A-5 can take much exploitation because all the features are durable and mechanically structured. The exclusion to this are the Cyclone-Feed System and the Response Trigger Kit.

The grip/trigger assy, endplate and below-line pipe are affixed to the receiver by four push-pins that can be effortlessly taken off to permit trouble- free field stripping.

Field-Stripping

Compared to the former Tippmann paintball markers, the A-5 is easy to field-strip and wash which is done through removing four push-pins which intactly grips the tombstone, endcap and grip frame.

How to field strip an A-5 marker:

* Uncock the marker (hold cocking-handle back and jerk the trigger; let the handle to turn to initial form) and expel paintball from chamber.

* Depressurize the marker by unbolting the propellant supply and firing dry to let the marker get rid of remaining suppressed gas.

* take away the barrel from marker.

* Take off the four push-pins (#1, #2, #3, and #4). Use pliers and grease with gun oil if pins are not easy to unscrew.

* Depress tombstone fastener and tug tombstone to take it from marker. Take out endcap and grip frame; the regulator and bolt assembly can now be effortlessly slide out of the marker’s back.

* Clean chamber and bolt assembly.

* Grease o-rings with a few drops of gun oil.

* Reconstruct marker and replace push-pins.

Operation

Propellant

Fasten a propellant supply (CO2, N2 or HPA) tank to the receiver or remote coil. Machinist should keenly observe for a sound as the paintball marker is harried.

Hopper and Loading

Push the manual-feed switch, which can be found at the right of the receiver, on the Cyclone-Feed System) and inspect Cyclone-Feed System for necessary revolving of sprockets. It should be unsoiled and free of dirt.

Affix a well- matched hopper to the paintball marker by putting the mouth-end (male) of the hopper into the Cyclone-Feed housing (female) and screwing the hopper until tab on mouth lock into a parallel opening of the feeder housing. Hopper should be compatible with marker.

Unlock hopper flap and load it with paintballs (up to 200 for standard hopper). Lock flap until it snaps onto hopper mouth.

Preparing to Fire

Form the paintball marker by tugging back cocking grip. This jerks back bolt and gives access to chamber. A snap should be heard. Liberate the cocking handle.

Push the manual-feed key to coerce a paintball into the chamber.

Extricate safety by pushing the ‘Push Fire’ key that can be found above the trigger at the right of the grip frame. A red line on the left side of the button is the hint that the paintball marker is geared up to fire.

Firing

Target shooting is a complicated, demanding, and ingenious skill. But generally as the basics, the paintball marker is fired by placing the butt plate or propellant tank against the shoulder, aligning the eye of the shooter, orifice of the back sight, top of the foresight, and aim to the target, breathe, and at the end, pull the trigger relaxly.



nice marker.....so sexy










No. Nama Bunker
English Team

01 X X
02 Beam Balok
03 Brick Bata
04 Burger Burger
05 Car Wash Gorden

06 Cone Kerucut
07 Cross Silang
08 Cube Kotak
09 Cylinder Silinder
10 Dorito Bacang

11 Bumper Roti
12 Half Moon Kipas/Sabit
13 Horse Shoe U-Balik/Tapal Kuda
14 Snake Snake
15 Spike Kuku/Duri

16 Temple Temple
17 Tomb Stone Tomb Stone/Kuburan
18 Wedge Tenda
19 Wings Martabak


Untuk beberapa dari bunker2 ini, ada juga yang punya ukuran lebih dari satu seperti Small, Medium & Large (macam calana dalam laaah)

Firing and trigger modes

Since the advent of semi-automatic markers in the early 1990s, both insurance and competitive rules have specified (at most fields) that markers used in paintball must be semi-auto only; specifically, that only one paintball may be fired per trigger pull. While this was a perfectly clear definition when markers were all based on mechanical/pneumatic designs, the introduction of electronically controlled markers in the late 1990s brought technology beyond the rule. Electronic markers are often controlled by a programmable microcontroller, on which any software might be installed, including software that may add more than one shot per trigger pull in various ways. This effect is generally referred to as "shot ramping" (as opposed to velocity ramping): an electronic firing mode where a consistent full-automatic rate-of-fire will be triggered as long as the player maintains a certain, lower trigger-pulls-per-second.

Pump action
Pump action markers must be manually re-cocked after every shot, much like a pump action shotgun. This manual action is much slower than other configurations, but is preferred by some over styles of markers as a challenge to themselves to learn how to play with less rate of fire. Others merely cite the increased satisfaction of playing with a pump. The slower pace of play also forces pump players to make every shot count, leading many to believe that the markers themselves are more accurate, which may or may not be true. However, when properly modified, high end pump markers have been known to achieve extremely consistent velocities when chronographed.

Stock class paintball exclusively utilizes a certain type of pump marker known as a stock class marker. This is a pump marker with a specialized stock class feed system- see stock paintball.

Semi-automatic
Semi-automatic markers use a variety of designs to automatically cycle a bolt and load a new paintball into the chamber with each trigger pull. This frees the player from manually pumping the marker, allowing them to increase their rate-of-fire. Semi-auto can both be used with a mechanical trigger or with electric trigger frames. The major benefits of an electric trigger frame is a lighter trigger pull as well as less space between the trigger and the pressure point (allowing the player to tap the trigger faster and shoot at higher rates of fire.) Semi automatic is the regulated mode of fire for NPPL.

Fully-automatic

Fully-automatic markers fire continually for as long as the trigger is held down. The Tippmann SMG 60 was the first fully-automatic paintball marker. Most electropneumatic paintball guns feature this mode, but the full-auto feature can be added to any electropneumatic marker by installing an aftermarket logic board, or buying a completely new electronic trigger frame.

Also, similar to the full-auto mode, some markers come equipped with burst modes. Ranging from three to six to nine shot burst, these modes can allow the player to take accurate shots with a quick pull of the trigger, loosing more than one ball to increase their chances of a hit. Also, when shooting quickly in burst mode, the rate of fire can become equal to that of the fully automatic mode, useful in close range situations.

Ramping
Ramping is a feature in some electronic guns that automatically shifts the mode of fire from semi-automatic to fully automatic as long as the trigger is pulled at a specified rate. Ramping can be difficult to detect, both because it may not be consistent or easily observable by a human. Ramping modes can also be hidden in the software, such that a marker will fire in legal semi-auto mode when being tested, but in an illegal ramping mode by the player.

To counter the problems with enforcing semi-auto rules, some leagues allow a specific ramping mode. The rule specifies a minimum time between shots of 66 milliseconds (approx. 15 shots per second), and that no more than one shot may be fired for the first three trigger pulls. The rate of fire is enforced using a device called a PACT Timer, a standard firearms timing device that measures the time between shots. The following are common league specific ramping modes. Many high-end markers have these modes preset in their firmware:

* PSP Ramping - Ramping kicks in after 3 shots; player must maintain 5 bps to remain ramping. Rate of fire cannot exceed 13.33 bps.
* NXL Ramping - Ramping kicks in after 3 shots; player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 13.33 bps.
* Millennium Ramping - Ramping kicks in after 6 bps; player must maintain 6 bps to maintain fully automatic fire. Rate of fire cannot exceed 12 bps. (This is true in some but not all markers.)