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14. Februar 2005

PSP: Ankunft im Pomona Fairplex

Filed under: Allgemein — Florian @ 20:25

Pb2X hat Bilder von der Ankunft der ersten Promo-Trucks auf dem Messegelände in Pomona. Dye, Proto, Smart Parts, Shocktech, Draxxus und National haben auch diese Saison wieder viel Geld in ihre fahrenden Verkaufsstände gesteckt um sich angemessen zu präsentieren:[img]../newsimages/sonstiges2003/2005-02-14-la06.jpg[/img]Weitere Bilder findet ihr hier.

Reloaded Board Handbuch

Filed under: Allgemein — Florian @ 15:27

[img]../newsimages/produktnews2003/2005-02-14-Reloaded_Board_390.gif[/img]Die TonTons haben das Handbuch zu dem Reloaded Shocker Board veröffentlicht. Das Reloaded Board weist einige neue oder verbessere Features auf die dem Shocker Spieler das Leben vereinfachen sollen:Reloaded Board Handbuch (Pdf Format)

Mecklenburg Indoor Masters 2005 Ergebnisse

Filed under: Allgemein — Florian @ 10:09

Hier die Ergebnisse der Mecklenburg Indoor Masters vom 12.2.2005Vorrunde:Division 1: 1. Roadrunners 15 100 100 100 100 / 415 PKT. 2. Friendly Fire's 100 20 100 5 100 / 325 PKT. 3. Team Fabrik 100 5 100 15 100 / 320 PKT. 4. Satis Verborum 100 0 100 100 10 / 310 PKT. 5. Trigger Hippies 5 100 15 10 100 / 230 PKT. 6. Team Stralsund 15 15 5 10 5 / 50 PKT. Division 2:1. Berlin Randale 100 100 100 100 20 / 420 PKT. 2. Massive Berlin 100 100 5 100 100 / 405 PKT. 3. Hot Guns 15 100 100 100 20 / 335PKT. 4. Farbmagneten 100 100 10 15 15 / 240 PKT.5. Roadrunners II 5 100 10 10 10 / 135 PKT. 6. Team Fabrik II 0 5 5 5 100 / 115 PKT.Endergebnisse:1. Platz ( 300 Punkte ) Roadrunners2. Platz ( 205 Punkte ) Berlin Randale3. Platz ( 120 Punkte ) Friendly Fire`s4. Platz ( 30 Punkte ) Massive BerlinWir danken allen Marshalls, Teams und Helfern, welche dieses Event möglich gemacht haben. Danke auch an die super Luft (Kai & BAUER) 200 bar ständig. Danke an den Betreiber des Gestüts Poggenhof, der das Event unterstützte.Wir hoffen man sieht sich beim nächsten Event.Natürlich möchte sich das Team Roadrunners bei seinen Sponsoren bedanken. (Body Tempel, Paintballplace, Paintballverkauf.de und natürlich der MAXS Sport GmbH, ne Ulf)

Tadao Technologies restyled Website

Filed under: Allgemein — Florian @ 09:21

Tadao Technologies, der Hersteller von Austausch Boards und Chips für die Intimidator, DM4/5 und Matrix, präsentiert sich auf der neu gestalteten Website. Auf ihr kann man einen kleinen Einblick in das Unternehmen erhalten, sich über die Produkte informieren, im Shop einkaufen, sich über Upgrades informieren oder auch für ein Sponsoring anfragen.

The Paintball Times Physics and Paintball?

Filed under: Allgemein — Florian @ 09:14

Physik und Paintball? Über dieses Thema berichtet die "The Paintball Times", allerdings muss man diesen Artikel nicht gelesen haben, denn ausser Allgemeinwissen steht nicht viel drin.

Can physics be a major player in paintball? For those that consider themselves pioneers or even pro players of this sport can understand that physics plays a major roll in how the sport is played, but what about the new guys?

Maybe I can shed a little light on the subject. Putting it in laymen terms, the physics of your gear effect how fast you're able to maneuver. It's basically one rule of thumb, more weight equals less speed and less opportunities for tight maneuvering which in turn results in losing. Understanding physics can help out in a major way if you want to get the most out of your game and become one of the smarter players on the field.

At the beginning, most players lean more to the belief that it might hurt to get hit with a paintball traveling at nearly 300 feet per second. Later on, as their skills improve and they become more agile, they discover that the heavy “rap star wannabe down-filled coat” is no longer necessary for avoiding the sting. Players then begin to shed a few layers and some go as far as buying a jersey specifically made for the sport of paintball. What does this have to do with physics? Simple. Less weight and less mass, allows for the player to move faster and be more maneuverable. Learning this early on, can save you a lot of money and save that huge coat that looks more like a sleeping bag , for impressing the chicks on the sidelines.

It doesn't take a rocket scientist to figure out that having a smaller profile and weighing less makes playing a game as fast-paced as paintball, easier. There are positions in the sport that allow for the bigger guys and gals but for the most part, everybody wants to maintain a smaller profile as to avoid contact with any paint. But did you know that the same physics that affect your game play could affect the performance of your paintball marker ?

Just so we can gain a better understanding of what I am talking about I will use the Kingman Spyder as an example. When you air up the marker, cock the bolt and hammer back, it is ready to fire. Simple enough right? Well, try to understand what is going on when the marker is then fired. The hammer and bolt being connected together in this particular marker are forced forward by way of a large spring. The hammer then strikes the valve opening the airway allowing the gas from the tank to enter the bolt and eject the paintball from the chamber. Then with the excess gasses from the valve, the hammer and bolt are forced backwards until locking on the sear. It's one of the simplest designs in any paintball marker but there are still ways to make improvements on both accuracy and efficiency.

In understanding physics, you would have already caught at least two ways to improve on your efficiency and accuracy using this marker. The first step would be to lessen the weight used in the internals. Like a player's gear, the less weight the better the movements. In a paintball marker, the less the internals weigh, the less they have to work to perform the same task as any stock internals. With the hammer and the bolt weighing less, the markers operating pressure would be decreased allowing for a better efficiency.

The second improvement on the marker would be removing any excess friction caused by a lesser degree in quality. Now it's a known fact that the better the internals the pricier the marker due to how stringent the manufacturers quality control is. Cost is inevitable when making a better marker so companies like Kingman make a marker that performs well for the price you pay but in the end, you can make it perform much better by taking the time to fine tune your gun.

Removing the friction caused by your internals is as easy as taking some very fine grit sand paper and some polishing cream used for cleaning up chrome rims. I use Mothers Mag Polishing Cream and a light grit emery paper. It takes some time but when your done, you will notice that not only does your gun fire more shots off of the same tank but it has less kick due to lighter internals. These are only two ways to improve the Spyder and Spyder-like markers. There are so many more ways that I cannot even come close to describing how many things you can do to make a simple blow-back marker perform so well.

Other markers that may seem more complex can also be supped up to make them more accurate and more efficient. The Impulse for instance can use a slightly lighter hammer and a delrin bolt to keep from kicking like a mule and the use of a better ram assembly like the New Designz assembly along with their RIP valve, the gun can actually gain hundreds more shots per tank fill. Physics play a major roll in the sport of paintball not only in the choice of gear you use but how you upgrade you marker. Playing smarter, not harder can lead to more wins. It's a proven fact.

As I say, who am I do disagree with leading scientists when I say that understanding physics will only make you the better player?

13. Februar 2005

Paintball.com Communication/Teamwork… lets break it down.

Filed under: Allgemein — Florian @ 21:50

Paintball.com haben heute einen Artikel zum Thema Teamwork und Kommunikation auf dem Spielfeld. Allerdings könnt Ihr den Artikel auch bei uns lesen:

You now have a team, a place to practice, a hook up for paint, a hook up for equipment and hopefully some money. You have now worked on drills and your team is able to one ball like a Marine Corps Sniper. Now comes the teamwork portion. You need to mesh together into a team in order to be successful… and here's how.

Communication.

Your team needs to come up with a code word system. Some form of verbal communication that will allow you to say a few distinct words that will be informative enough for your team to understand your situation. You can use whatever word for your code system, just make sure that all your teammates have memorized them. It is a good idea to always talk in the 3rd person when you are saying a code that pertains to you specifically. Here are some codes that are necessities.

The first is a code to let you know how many players you have left alive on the field and a code for how many players your team has eliminated. Some teams use a two number system like 5-5. The first number is how many opponents are on the field, the second number is how many of your teammates are on the field. So if you lose someone the code called out is 5-4. This is an easy code to use; you can keep track of your opposition and your teammates at the same time.

The next code is for when you want to move. Let's say you are playing up front and you want to make a move. The only problem you have is that your opposite keeps shooting at your bunker. Call out a code to let your teammates know you want to move. To make the move call out your code so your teammates can get that guy to tuck back into his/her bunker so you can make your move. An example of this is to call out your name and a movement code. “John- Rabbit,” John is who you are and Rabbit is a code to move to a new bunker. You can also use this code if you want your teammate to move.

The third code is one to let your teammates know that you are out of paintballs or that your marker has stopped working. This is important because your teammates need to know if you are able to shoot. A code that I have used is “Thumbs down.” “Young is Thumbs down.” If I were out of paint, I'd tell my teammates that I was “Hungry.”

Another great code lets your teammate know that the bunker he is in is also occupied by an opponent. I use “Vampire” for this code. Let's say John is in a bunker near the middle of the field and an opponent moves to occupy the same bunker that John is in. I would call out “John-Vampire.”

A code to go bunker somebody is also a good idea. Let's say that John has a “vampire” and you want John to bunker him/her out of the game. Call out “John-Peanut Butter.” That is enough information for John to bunker the threat.

I think that you guys get the idea about coding, but make your code book short and distinct. Don't get complicated with it. Use the codes and perfect them until it is second nature to your teammates.

You must have some kind of way to break up the field so you can say a code that will include which part of the field is occupied and by how many opponents. A simple zone code is to look at the keypad of your telephone.

If you notice you will see 1 2 3 on the top row, 4 5 6 on the second row and 7 8 9 on the bottom row. Break up the field into separate zones. This is an easy system to learn and can be very effective to keep track of what is happening on the field. Zone 1 is the left back corner of the field, zone 2 is the middle back of the field and zone 3 is the right back corner of the field. According to the phone pad example, zone 4 is the left middle portion of the field, zone 5 is the middle portion of the fields and one 6 is the right middle portion of the field. I think you get the idea.

Let's say that you have someone in the middle of the field. The call would be “Zone 5 is hot.” With that simple call you now know that an opponent is in the middle bunker. If two opponents are in the middle bunker the call would be “Zone 5 has two.” Sometimes trying to describe in a long descriptive sentence can throw your rhythm off from the game. You now shorten, “there is a guy in the middle stand up bunker” into “Zone 5 is hot.”

Now that your team can communicate as a team, you can work on teamwork drills. A good drill is a two-on-one. Have two teammates go to a bunker and turn their backs so they can't see where their opponent will be, but the single opponent can see where the two players are. That single player is to move and try to snap- shoot the other two players. As the single player moves, the two need to keep communicating and work together to get the elimination.

There are tons of drills out there for your team to do. Just use your imagination and try to isolate portions of the game into team drills.

Scrimmage other teams periodically so you can put all your drills and practices into a real game environment. Try to find teams that are better than you. This beating will force you to adapt and play better. When and if you do end up playing walk-ons make it challenging for your team by only going out to the field with 20 paintballs. You can practice your snap-shooting, movement and your codes. Beating up on walk-ons does nothing for your team. But you can get a lot out of playing walk-ons if you utilize the time to benefit your team's skill.

A key element to becoming a team is become a family. I'd like to use Dynasty as an example. Majority of the members of Dynasty live together in the same house. They go out together, party together and hang out together. Being together that much has got to do something as far as bonding goes. Now, this example is very extreme. But you can see their track record to prove my point of how important a team, one unit, mentality is.

Now here is the tough part. You now have all the things you need to be a competitive tournament team. If there is a player available that can play on your team and will make your team better, pick them up in a heartbeat even if it means you have to cut your best friend off the team. If you want the team to be successful, replace and reload your roster whenever you can. If you want the glory of being in the magazines and all the sponsorships that the high profiled teams have, your team will have to make tough decisions and cut players that aren't working out. This last part sucks, but it's the truth.

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