Post by Big Boss on Nov 20, 2007 16:47:48 GMT -5
Welcome to the wild world of Paintball!!!!
This Thread is Dedicated to the greatest outdoor sports Game Known as paintball!
Now lets start out with your paintball marker(Gun),Proboly the most expensive peice of equipment ranging from $99 to $1,000
This Gun is an Planet Eclipse Ego, a very good high end gun. Most people that would play recreational paintball would not own a gun like this- the paintball marker(gun) can shoot up to 25+ balls per second,But it matters on witch type of gun.
Now your Air tank
1. Co2
2. compressed air
See those tanks up there, they hold the key to making the Marker work, these tanks hold either compressed air or Co2.
What you have to do is screw in the tank to your gun and...bam! it can shoot.
most tanks vary in size and shape and air compacity, for Co2 tanks there is 12 gram 9,12,16, and 20 ounce tanks and for Compressed air there are 3000psi,and 4500psi tanks.
(remember certian types of guns can only use certian types of air soo check on the package what type of air your gun uses)
Hoppers(paint loaders)
1. gravity fed loaders
2. electronic loaders
3. high end electronic loaders
1. the regular gravity fed loader
this hopper is basic, it holds 200 paintballs and they are cheap
2.electronic hopper
this loader is more expensive, but its better because it can make your marker shoot paintballs faster because of its rotating motor and eyes.(up to 18 balls per second)
3.high end loaders these are the best of the best typs of loaders, ranging into $100 they can make you shoot as much as 25+ balls per second!
(woohoo)
Paintballs
these are your ammo, just load them into your hopper and shoot!
there are different types of paintballs for different types of games.
First, its origins
The first paintballs were created by the Nelson Paint Company in the 1950s for forestry service use in marking trees from a distance, and were also used by cattlemen to mark cows.[2] Two decades later, paintballs were used in a survival game between two friends in the woods of Henniker, New Hampshire, and paintball as a sport was born.
In 1976, Hayes Noel, a stock trader, Bob Gurnsey, and his friend Charles Gaines, a writer[3], were walking home and chatting about Gaines' recent trip to Africa and his experiences hunting buffalo. Eager to recreate the adrenaline rush that came with the thrill of the hunt, and inspired by Richard Connell's The Most Dangerous Game, the two friends came up with the idea to create a game where they could stalk and hunt each other.[4]
In the ensuing months, the friends talked about what sorts of qualities and characteristics made for a good hunter and survivalist. They were stumped, however, on how to devise a test of those skills. It wasn't until a year and a half later that George Butler, a friend of theirs, showed them a paintball gun in an agricultural catalog. The gun was a Nelspot 007 marker manufactured by the Nelson Paint Company.[5]
Twelve players competed against each other with Nelspot 007s pistols in the first paintball game on June 27, 1981. They were: Bob Jones, a novelist and staff writer for Sports Illustrated and an experienced hunter, Ronnie Simpkins, a farmer from Alabama and a master turkey hunter, Jerome Gary, a New York film producer, Carl Sandquist, a New Hampshire contracting estimator, Ritchie White, the New Hampshire forester, Ken Barrett, a New York venturer and hunter, Joe Drinon, a stock-broker and former Golden Gloves boxer from New Hampshire, Bob Carlson, a trauma surgeon and hunter from Alabama, and Lionel Atwill, a writer for Sports Afield, a hunter and a Vietnam vet, Charles Gaines, Bob Gurnsey, and Hayes Noel. The game was capture the flag on an 80 acre wooded cross-country ski area.
Thereafter, the friends devised basic rules for the game fashioned along the lines of capture the flag, and invited friends and a writer from Sports Illustrated to play. They called their game "Survival," and an article about the game was published in the June 1980 issue of Sports Illustrated.[6] As national interest in the game steadily built, Bob Gurnsey formed a company, National Survival Game, and entered a contract with Nelson Paint Company to be the sole distributor of their paintball equipment.[7] Thereafter, they licensed to franchisees in other states the right to sell their guns, paint, and goggles. As a result of their monopoly on equipment, they turned a profit in only six months.[8]
The first games of paintball were very different from modern paintball games. Nelspot pistols were the only gun available. They used 12-gram CO2 cartridges, held at most 10 rounds, and had to be tilted to roll the ball into the chamber and then recocked after each shot. Dedicated paintball masks had not yet been created, so players wore shop glasses that left the rest of their faces exposed. The first paintballs were oil-based and thus not water soluble; "turpentine parties" were common after a day of play.[9] Games often lasted for hours as players stalked each other, and since each player had only a limited number of rounds, shooting was rare.[10]
Between 1981 and 1983, rival manufacturers such as PMI began to create competing products, and it was during those years that the sport took off.[11] Paintball technology gradually developed as manufacturers added a front-mounted pump in order to make recocking easier, then replaced the 12-gram cartridges with larger air tanks, commonly referred to as "constant air".[12] These basic innovations were later followed by gravity feed hoppers and 45-degree elbows to facilitate loading from the hopper.[13]-http://www.wikipedia.com
Rules to play by:
Safety rules
A typical paintball mask with a MARPAT cover.Like many sports, safe participation in paintball requires observance of proper safety procedure. When safety rules are followed, paintball is extremely safe, with an injury rate of only 0.2 injuries per 1,000 exposures.[14]
Goggle system
The most important rule in paintball is that all players must wear a protective goggle system or mask at all times when they are playing or near other people who are playing. While paintballs will not cause permanent injury to most areas of the body, the eyes, and to a lesser extent the ears, are vulnerable to serious injury if hit by a paintball. Paintball masks are specifically designed for the sport, and the goggles are capable of withstanding a direct hit from a paintball traveling at well over 300 feet per second (90 m/s), the safety limit adopted by paintball marker manufacturers. Most masks have flaps that protect the ears, and some include a visor to shade the player from sunlight. Some players use masks that cover the entire head for maximum protection, while the majority of tournament-level players choose smaller masks that offer a wider field of view, better hearing, vocal communication and more venting. Recently, small timers were created to fit in the goggle, alerting the user to a certain time in the game.
Paintball velocity
Used paintballsIn addition to the mandatory use of masks, paintball markers must not fire paintballs that exceed a certain velocity. The industry standard maximum velocity for safe play is 300 feet per second (90 m/s).
Many commercial paintball facilities mandate a lower velocity, usually around 280 feet per second (85.4 m/s, 307 km/h or 191 mph), with a muzzle energy of approximately 11 joules, in order to create an extra margin of safety. Being hit by a paintball can be painful at any range but most especially at point blank range. Recreational players sometimes use a "barrel tap" rule where a player is out if they are tapped with an opponent's barrel. (Also see surrender rule below)
Paintball velocity is measured using a chronograph. Chronographs are standard equipment at commercial paintball facilities, but should be purchased if not playing at a commercial location. Players who play without first using a chronograph put themselves and other players at risk. Changes in temperature greatly affect a paintball's velocity when propelled by compressed gases that undergo phase change, such as compressed carbon dioxide and compressed air, the most commonly used propellants. Markers should be chronographed several times throughout the day. Paintball markers should also be chronographed after any adjustment, replacement of parts, such as the barrel, or paint as these changes generally affect the paintball's velocity.
Barrel blocking devices
All players must use some sort of barrel blocking device on their paintball marker when not actively playing. These devices generally take the form of a small bag, commonly known as a barrel sock, barrel cover or barrel condom, which covers the front end of the barrel and is held in place by an elastic cord looped around the paintball marker. The barrel sock thus catches any paintballs that may be accidentally fired. Prior to the introduction of barrel socks in the late 1990s, barrel plugs, a piece of hard plastic with rubber O-rings placed into the front end of the barrel, were the most commonly used barrel blocking device. Because barrel plugs can fall out or be shot out of the barrel if a round is accidentally discharged, barrel socks are now required by the insurance policies of many commercial fields. More recent markers use a safety catch, where a button on the side of the marker is pressed to lock the firing trigger. However, even with the addition of a safety, players should always use a barrel blocking device.
In the UK, more advanced and reliable marker brands, such as Tippmann and Smart Parts, are favored, even by arena operators which require hundreds of markers.
Equally, in tournament play worldwide, it is uncommon to see players with barrel plugs. Typically they will have electronic markers, which can be turned off, effectively turning the marker into a 'dud' gun until it is restarted.
Occasionally paintball guns purchased may have large 'loading' levers that need to be pulled back nearly 180° to put the paintball into the barrel, then the lever must be clicked back into place to fire. These guns have very small magazines, therefore they are usually used for home practice on targets.
Player eliminations
Players eliminate each other from the game by hitting their opponents with a paintball that breaks upon impact and leaves them visibly marked with paint. Rules on how big a paint mark must be to count as a hit vary, but a paint mark from a paintball that breaks on some other object before impacting a player, referred to as splatter, does not count as a hit. Once a player has been marked, they are eliminated from the game.
Most rules consider hits on any body part, clothing, gear, or object the player is carrying or wearing as an elimination. This includes the marker, backpack or an object picked up from the field, such as a flag or a pod. Some rules do not count hits on the marker or head or both, or other areas of the body as an elimination, such as anywhere but the torso, or require more than one hit in certain areas for elimination. These special rules are usually found in scenario paintball games.
If a player is uncertain whether a mark they have received is a valid hit or not, possibly because the mark is from the spray of a paintball breaking on another nearby object, they can not see the part of the body where they have been struck by a paintball, or because the paintball may have been shot by a player who had already been eliminated, the player should ask a referee or a nearby teammate to determine whether or not the player has a valid hit. This request is commonly referred to as a 'paint check', and is most often requested by the player yelling the words 'paint check' to a nearby referee. Some game rules allow a referee to call a player 'neutral' during a paint check so that the referee can more closely inspect a player. If a player is called neutral, they must discontinue play while being checked and opponents may also not fire or advance on the neutral player.
Players may also be eliminated from the game for reasons other than being hit by a paintball, including calling themselves out by saying "I'm hit!" or "I'm out!", from paint marks from paint grenades or paint mines in games where such equipment is allowed, or due to a penalty, such as stepping out-of-bounds or leaving the starting station prior to the beginning of the game.
Because players who call themselves out are eliminated even if they are not actually hit, players should always check to see if a paintball that has hit them has indeed left a mark. A paintball may simply bounce off a player’s body without breaking, which does not count as a hit. Players may also call for a paint check on another player if they believe they have marked an opponent to ensure the player is promptly eliminated from the game, especially if the opposing player may not be aware they are hit or may be attempting to hide or remove a hit. Removing a hit and continuing to play is a severe form of cheating commonly known as 'wiping' and can result in severe penalties, including being permanently banned from the playing location at a recreational or commercial facility. In tournaments, a “3 for 1” penalty may be called, where the offending player and an additional three teammates are eliminated from play.
Surrender Rule
Recreational rules often suggest a player within a certain distance of an unaware opponent, usually 10 to 15 feet, should offer the unaware player's surrender by yelling "Surrender!" before they may open fire. If the opponent complies, either verbally or by raising their hand or marker, they are considered marked and are out of the match. However, if they refuse or attempt any hostile action, such as turning to fire, the challenging player may fire upon them. Getting hit by a paintball from close range can be painful, and it is considered polite and good sportsmanship to offer an opponent the opportunity to surrender when possible instead of unnecessarily shooting at close range.
This "rule" is subject to great interpretation between fields, and even between players, for a variety of reasons. A common field interpretation of the surrender rule is not to prevent two players in a heated exchange from shooting each other close range, but rather from having an experienced player mowing down a first-timer who is in shock and hiding in a bunker. Interpretation at the other end of the debate often stipulates an automatic elimination for any move where a surrender would be offered, such as surprise or bunkering. This strict variant is often called a "bunker tap rule," to differentiate it from a more lax interpretation.
This debate stems from the surrender rule being easily exploited, as the player offering a surrender opens himself to being shot by either his direct opponent or an opportunistic player elsewhere. The time it takes to offer and accept a surrender can halt a fast-paced maneuver, especially in speedball. Newer players can become packed with adrenaline in such situations, and often attempt to fire out of reflex. Thus, experienced players often decide to offer a surrender only in situations where the opponent is completely off guard, and will be too shocked to make any reflex action. For these reasons, when a bunkering move is executed, even in recreational play, a surrender is rarely offered unless field rules absolutely require it.
In tournament play there is no enforcement of a surrender rule. When a player catches an opponent off guard, they will fire until they see that the paint breaks, or until a referee calls the opponent out. Moves such as a 'run through', where a player runs down the field shooting opponents as he passes them and continuing on, have developed over time and are now important plays. Another popular move is "bunkering", where a player charges up to the bunker or barricade that an opposing player is behind and shoots them from over the top or around the side of the bunker.
Over Shooting
To over shoot is to repeatedly shoot a player after they are eliminated. This practice is frowned upon by most players, but some players specifically do this to new players. There is no set rule as to what constitutes over shooting. It varies in recreational play; each field has its own individual set of rules. However, in tournament play, it is generally up to the referee's discretion. The penalty for over shooting in tournaments is usually the elimination of the guilty player as well as another player from his or her own team, but each tournament has its own set of rules. Overshooting is sometimes also referred to as "bonus balling", usually by tournament players.
Blind Firing
To blind fire is to discharge a marker around a corner or over an object with your head still behind that object or corner, making you unable to see where you shoot. Blind firing is discouraged on many fields, for potential safety implications. As the shooter cannot see where their shots are landing, they could accidentally fire at somebody point blank, hit a person that had removed their mask (also a major safety violation), or otherwise cause damage or injury through indiscriminately firing paint at an unseen target.
- www.wikipedia.com
Types of Games
1. WoodsBall!
Woodsball
Main article: Woodsball
Paintball started out as a recreational game in wooded areas, with capture the flag and elimination being the most common formats. Woodsball can involve any range of players with a variety of bunker types. The size and terrain of woodsball fields make it unlikely that a player can observe more than a small subsection of the field at any given time. This limited field awareness coupled with the usually larger number of players causes woodsball games to generally last for an extended period of time. Many playing locations often have their own custom variations. Woodsball gives players the freedom to engage in any number of typical and atypical scenarios such as ambushes, assaults on fortified positions and protecting VIPs. Woodsball can be played throughout the year, although cold weather play often hinders the use of CO2 because lower temperatures don't allow the gas to expand properly. Playing woodsball in varying weather conditions further adds challenges and advantages for the players.
Woodsball is sometimes played in National Forest areas, although the same rules that apply to the discharge of firearms are applicable to paintball players
2.Speedball!
Speedball is a type of paintball characterized by a small field size and artificial obstacles. While a woodsball field may cover several acres, speedball fields are usually less than half the size of a football field, and located on level, treeless terrain. Bunkers on a speedball field are man-made, and have evolved from wooden spools and crates to corrugated sewer piping to the customized inflatable obstacles in various shapes that are common today.
Because of the small field size, and the lack of foliage or any other objects aside from the artificial obstacles on the field, players can see from one end of the field to the other, and games are usually much shorter than those played in the woods. Since players can see each other and start the game within range of each other, action between opponents is immediate and lasts the entire game. Due to the smaller field size, there are usually fewer players per team than in woodsball, commonly from three to ten players.
While speedball is presently used in tournament play far more often than woodsball, many casual recreational players also enjoy speedball outside an organized, competitive setting, especially at indoor playing facilities where a woodsball field is not an option.
(i usualy play both cause im a all around paintball player, dont get in the Speedball vs Woodsball argument, no matter what type of game it is....its still paintball)
Types of Brands
1. Smart Parts
2.Planet eclipse
3. DYE
4. Bob long
5. Spyder
6.Brass eagle
7.angel
8.indian creek
9.diablo
10.WGP
11. evil
12.tippman
13 JT
Some cool Guns.
My gun the Smart parts Nerve!
the spyder gun vs1
a pump gun
I hope this will make you want to play paintball
This Thread is Dedicated to the greatest outdoor sports Game Known as paintball!
Now lets start out with your paintball marker(Gun),Proboly the most expensive peice of equipment ranging from $99 to $1,000
This Gun is an Planet Eclipse Ego, a very good high end gun. Most people that would play recreational paintball would not own a gun like this- the paintball marker(gun) can shoot up to 25+ balls per second,But it matters on witch type of gun.
Now your Air tank
1. Co2
2. compressed air
See those tanks up there, they hold the key to making the Marker work, these tanks hold either compressed air or Co2.
What you have to do is screw in the tank to your gun and...bam! it can shoot.
most tanks vary in size and shape and air compacity, for Co2 tanks there is 12 gram 9,12,16, and 20 ounce tanks and for Compressed air there are 3000psi,and 4500psi tanks.
(remember certian types of guns can only use certian types of air soo check on the package what type of air your gun uses)
Hoppers(paint loaders)
1. gravity fed loaders
2. electronic loaders
3. high end electronic loaders
1. the regular gravity fed loader
this hopper is basic, it holds 200 paintballs and they are cheap
2.electronic hopper
this loader is more expensive, but its better because it can make your marker shoot paintballs faster because of its rotating motor and eyes.(up to 18 balls per second)
3.high end loaders these are the best of the best typs of loaders, ranging into $100 they can make you shoot as much as 25+ balls per second!
(woohoo)
Paintballs
these are your ammo, just load them into your hopper and shoot!
there are different types of paintballs for different types of games.
First, its origins
The first paintballs were created by the Nelson Paint Company in the 1950s for forestry service use in marking trees from a distance, and were also used by cattlemen to mark cows.[2] Two decades later, paintballs were used in a survival game between two friends in the woods of Henniker, New Hampshire, and paintball as a sport was born.
In 1976, Hayes Noel, a stock trader, Bob Gurnsey, and his friend Charles Gaines, a writer[3], were walking home and chatting about Gaines' recent trip to Africa and his experiences hunting buffalo. Eager to recreate the adrenaline rush that came with the thrill of the hunt, and inspired by Richard Connell's The Most Dangerous Game, the two friends came up with the idea to create a game where they could stalk and hunt each other.[4]
In the ensuing months, the friends talked about what sorts of qualities and characteristics made for a good hunter and survivalist. They were stumped, however, on how to devise a test of those skills. It wasn't until a year and a half later that George Butler, a friend of theirs, showed them a paintball gun in an agricultural catalog. The gun was a Nelspot 007 marker manufactured by the Nelson Paint Company.[5]
Twelve players competed against each other with Nelspot 007s pistols in the first paintball game on June 27, 1981. They were: Bob Jones, a novelist and staff writer for Sports Illustrated and an experienced hunter, Ronnie Simpkins, a farmer from Alabama and a master turkey hunter, Jerome Gary, a New York film producer, Carl Sandquist, a New Hampshire contracting estimator, Ritchie White, the New Hampshire forester, Ken Barrett, a New York venturer and hunter, Joe Drinon, a stock-broker and former Golden Gloves boxer from New Hampshire, Bob Carlson, a trauma surgeon and hunter from Alabama, and Lionel Atwill, a writer for Sports Afield, a hunter and a Vietnam vet, Charles Gaines, Bob Gurnsey, and Hayes Noel. The game was capture the flag on an 80 acre wooded cross-country ski area.
Thereafter, the friends devised basic rules for the game fashioned along the lines of capture the flag, and invited friends and a writer from Sports Illustrated to play. They called their game "Survival," and an article about the game was published in the June 1980 issue of Sports Illustrated.[6] As national interest in the game steadily built, Bob Gurnsey formed a company, National Survival Game, and entered a contract with Nelson Paint Company to be the sole distributor of their paintball equipment.[7] Thereafter, they licensed to franchisees in other states the right to sell their guns, paint, and goggles. As a result of their monopoly on equipment, they turned a profit in only six months.[8]
The first games of paintball were very different from modern paintball games. Nelspot pistols were the only gun available. They used 12-gram CO2 cartridges, held at most 10 rounds, and had to be tilted to roll the ball into the chamber and then recocked after each shot. Dedicated paintball masks had not yet been created, so players wore shop glasses that left the rest of their faces exposed. The first paintballs were oil-based and thus not water soluble; "turpentine parties" were common after a day of play.[9] Games often lasted for hours as players stalked each other, and since each player had only a limited number of rounds, shooting was rare.[10]
Between 1981 and 1983, rival manufacturers such as PMI began to create competing products, and it was during those years that the sport took off.[11] Paintball technology gradually developed as manufacturers added a front-mounted pump in order to make recocking easier, then replaced the 12-gram cartridges with larger air tanks, commonly referred to as "constant air".[12] These basic innovations were later followed by gravity feed hoppers and 45-degree elbows to facilitate loading from the hopper.[13]-http://www.wikipedia.com
Rules to play by:
Safety rules
A typical paintball mask with a MARPAT cover.Like many sports, safe participation in paintball requires observance of proper safety procedure. When safety rules are followed, paintball is extremely safe, with an injury rate of only 0.2 injuries per 1,000 exposures.[14]
Goggle system
The most important rule in paintball is that all players must wear a protective goggle system or mask at all times when they are playing or near other people who are playing. While paintballs will not cause permanent injury to most areas of the body, the eyes, and to a lesser extent the ears, are vulnerable to serious injury if hit by a paintball. Paintball masks are specifically designed for the sport, and the goggles are capable of withstanding a direct hit from a paintball traveling at well over 300 feet per second (90 m/s), the safety limit adopted by paintball marker manufacturers. Most masks have flaps that protect the ears, and some include a visor to shade the player from sunlight. Some players use masks that cover the entire head for maximum protection, while the majority of tournament-level players choose smaller masks that offer a wider field of view, better hearing, vocal communication and more venting. Recently, small timers were created to fit in the goggle, alerting the user to a certain time in the game.
Paintball velocity
Used paintballsIn addition to the mandatory use of masks, paintball markers must not fire paintballs that exceed a certain velocity. The industry standard maximum velocity for safe play is 300 feet per second (90 m/s).
Many commercial paintball facilities mandate a lower velocity, usually around 280 feet per second (85.4 m/s, 307 km/h or 191 mph), with a muzzle energy of approximately 11 joules, in order to create an extra margin of safety. Being hit by a paintball can be painful at any range but most especially at point blank range. Recreational players sometimes use a "barrel tap" rule where a player is out if they are tapped with an opponent's barrel. (Also see surrender rule below)
Paintball velocity is measured using a chronograph. Chronographs are standard equipment at commercial paintball facilities, but should be purchased if not playing at a commercial location. Players who play without first using a chronograph put themselves and other players at risk. Changes in temperature greatly affect a paintball's velocity when propelled by compressed gases that undergo phase change, such as compressed carbon dioxide and compressed air, the most commonly used propellants. Markers should be chronographed several times throughout the day. Paintball markers should also be chronographed after any adjustment, replacement of parts, such as the barrel, or paint as these changes generally affect the paintball's velocity.
Barrel blocking devices
All players must use some sort of barrel blocking device on their paintball marker when not actively playing. These devices generally take the form of a small bag, commonly known as a barrel sock, barrel cover or barrel condom, which covers the front end of the barrel and is held in place by an elastic cord looped around the paintball marker. The barrel sock thus catches any paintballs that may be accidentally fired. Prior to the introduction of barrel socks in the late 1990s, barrel plugs, a piece of hard plastic with rubber O-rings placed into the front end of the barrel, were the most commonly used barrel blocking device. Because barrel plugs can fall out or be shot out of the barrel if a round is accidentally discharged, barrel socks are now required by the insurance policies of many commercial fields. More recent markers use a safety catch, where a button on the side of the marker is pressed to lock the firing trigger. However, even with the addition of a safety, players should always use a barrel blocking device.
In the UK, more advanced and reliable marker brands, such as Tippmann and Smart Parts, are favored, even by arena operators which require hundreds of markers.
Equally, in tournament play worldwide, it is uncommon to see players with barrel plugs. Typically they will have electronic markers, which can be turned off, effectively turning the marker into a 'dud' gun until it is restarted.
Occasionally paintball guns purchased may have large 'loading' levers that need to be pulled back nearly 180° to put the paintball into the barrel, then the lever must be clicked back into place to fire. These guns have very small magazines, therefore they are usually used for home practice on targets.
Player eliminations
Players eliminate each other from the game by hitting their opponents with a paintball that breaks upon impact and leaves them visibly marked with paint. Rules on how big a paint mark must be to count as a hit vary, but a paint mark from a paintball that breaks on some other object before impacting a player, referred to as splatter, does not count as a hit. Once a player has been marked, they are eliminated from the game.
Most rules consider hits on any body part, clothing, gear, or object the player is carrying or wearing as an elimination. This includes the marker, backpack or an object picked up from the field, such as a flag or a pod. Some rules do not count hits on the marker or head or both, or other areas of the body as an elimination, such as anywhere but the torso, or require more than one hit in certain areas for elimination. These special rules are usually found in scenario paintball games.
If a player is uncertain whether a mark they have received is a valid hit or not, possibly because the mark is from the spray of a paintball breaking on another nearby object, they can not see the part of the body where they have been struck by a paintball, or because the paintball may have been shot by a player who had already been eliminated, the player should ask a referee or a nearby teammate to determine whether or not the player has a valid hit. This request is commonly referred to as a 'paint check', and is most often requested by the player yelling the words 'paint check' to a nearby referee. Some game rules allow a referee to call a player 'neutral' during a paint check so that the referee can more closely inspect a player. If a player is called neutral, they must discontinue play while being checked and opponents may also not fire or advance on the neutral player.
Players may also be eliminated from the game for reasons other than being hit by a paintball, including calling themselves out by saying "I'm hit!" or "I'm out!", from paint marks from paint grenades or paint mines in games where such equipment is allowed, or due to a penalty, such as stepping out-of-bounds or leaving the starting station prior to the beginning of the game.
Because players who call themselves out are eliminated even if they are not actually hit, players should always check to see if a paintball that has hit them has indeed left a mark. A paintball may simply bounce off a player’s body without breaking, which does not count as a hit. Players may also call for a paint check on another player if they believe they have marked an opponent to ensure the player is promptly eliminated from the game, especially if the opposing player may not be aware they are hit or may be attempting to hide or remove a hit. Removing a hit and continuing to play is a severe form of cheating commonly known as 'wiping' and can result in severe penalties, including being permanently banned from the playing location at a recreational or commercial facility. In tournaments, a “3 for 1” penalty may be called, where the offending player and an additional three teammates are eliminated from play.
Surrender Rule
Recreational rules often suggest a player within a certain distance of an unaware opponent, usually 10 to 15 feet, should offer the unaware player's surrender by yelling "Surrender!" before they may open fire. If the opponent complies, either verbally or by raising their hand or marker, they are considered marked and are out of the match. However, if they refuse or attempt any hostile action, such as turning to fire, the challenging player may fire upon them. Getting hit by a paintball from close range can be painful, and it is considered polite and good sportsmanship to offer an opponent the opportunity to surrender when possible instead of unnecessarily shooting at close range.
This "rule" is subject to great interpretation between fields, and even between players, for a variety of reasons. A common field interpretation of the surrender rule is not to prevent two players in a heated exchange from shooting each other close range, but rather from having an experienced player mowing down a first-timer who is in shock and hiding in a bunker. Interpretation at the other end of the debate often stipulates an automatic elimination for any move where a surrender would be offered, such as surprise or bunkering. This strict variant is often called a "bunker tap rule," to differentiate it from a more lax interpretation.
This debate stems from the surrender rule being easily exploited, as the player offering a surrender opens himself to being shot by either his direct opponent or an opportunistic player elsewhere. The time it takes to offer and accept a surrender can halt a fast-paced maneuver, especially in speedball. Newer players can become packed with adrenaline in such situations, and often attempt to fire out of reflex. Thus, experienced players often decide to offer a surrender only in situations where the opponent is completely off guard, and will be too shocked to make any reflex action. For these reasons, when a bunkering move is executed, even in recreational play, a surrender is rarely offered unless field rules absolutely require it.
In tournament play there is no enforcement of a surrender rule. When a player catches an opponent off guard, they will fire until they see that the paint breaks, or until a referee calls the opponent out. Moves such as a 'run through', where a player runs down the field shooting opponents as he passes them and continuing on, have developed over time and are now important plays. Another popular move is "bunkering", where a player charges up to the bunker or barricade that an opposing player is behind and shoots them from over the top or around the side of the bunker.
Over Shooting
To over shoot is to repeatedly shoot a player after they are eliminated. This practice is frowned upon by most players, but some players specifically do this to new players. There is no set rule as to what constitutes over shooting. It varies in recreational play; each field has its own individual set of rules. However, in tournament play, it is generally up to the referee's discretion. The penalty for over shooting in tournaments is usually the elimination of the guilty player as well as another player from his or her own team, but each tournament has its own set of rules. Overshooting is sometimes also referred to as "bonus balling", usually by tournament players.
Blind Firing
To blind fire is to discharge a marker around a corner or over an object with your head still behind that object or corner, making you unable to see where you shoot. Blind firing is discouraged on many fields, for potential safety implications. As the shooter cannot see where their shots are landing, they could accidentally fire at somebody point blank, hit a person that had removed their mask (also a major safety violation), or otherwise cause damage or injury through indiscriminately firing paint at an unseen target.
- www.wikipedia.com
Types of Games
1. WoodsBall!
Woodsball
Main article: Woodsball
Paintball started out as a recreational game in wooded areas, with capture the flag and elimination being the most common formats. Woodsball can involve any range of players with a variety of bunker types. The size and terrain of woodsball fields make it unlikely that a player can observe more than a small subsection of the field at any given time. This limited field awareness coupled with the usually larger number of players causes woodsball games to generally last for an extended period of time. Many playing locations often have their own custom variations. Woodsball gives players the freedom to engage in any number of typical and atypical scenarios such as ambushes, assaults on fortified positions and protecting VIPs. Woodsball can be played throughout the year, although cold weather play often hinders the use of CO2 because lower temperatures don't allow the gas to expand properly. Playing woodsball in varying weather conditions further adds challenges and advantages for the players.
Woodsball is sometimes played in National Forest areas, although the same rules that apply to the discharge of firearms are applicable to paintball players
2.Speedball!
Speedball is a type of paintball characterized by a small field size and artificial obstacles. While a woodsball field may cover several acres, speedball fields are usually less than half the size of a football field, and located on level, treeless terrain. Bunkers on a speedball field are man-made, and have evolved from wooden spools and crates to corrugated sewer piping to the customized inflatable obstacles in various shapes that are common today.
Because of the small field size, and the lack of foliage or any other objects aside from the artificial obstacles on the field, players can see from one end of the field to the other, and games are usually much shorter than those played in the woods. Since players can see each other and start the game within range of each other, action between opponents is immediate and lasts the entire game. Due to the smaller field size, there are usually fewer players per team than in woodsball, commonly from three to ten players.
While speedball is presently used in tournament play far more often than woodsball, many casual recreational players also enjoy speedball outside an organized, competitive setting, especially at indoor playing facilities where a woodsball field is not an option.
(i usualy play both cause im a all around paintball player, dont get in the Speedball vs Woodsball argument, no matter what type of game it is....its still paintball)
Types of Brands
1. Smart Parts
2.Planet eclipse
3. DYE
4. Bob long
5. Spyder
6.Brass eagle
7.angel
8.indian creek
9.diablo
10.WGP
11. evil
12.tippman
13 JT
Some cool Guns.
My gun the Smart parts Nerve!
the spyder gun vs1
a pump gun
I hope this will make you want to play paintball