Thursday, December 10, 2009

Through My Lenses

The "Through My Lenses" series of articles are strictly, "Through My Lenses". These write-ups are based strictly through my view and opinion of the sport of paintball in general in Malaysia, as an official M-PRO marshal, and the head marshal of Tanamera Paintball Park. Any questions or criticisms should be brought forward directly to me, not the Tanamera Paintball Park management.

I can be reached at

taggymy@gmail.com

Salam 1Malaysia

Wednesday, December 9, 2009

Through My Lenses: Over-Chrono

A paintball exits the muzzle of a marker's barrel at about 300feet per second (FPS), or 90 meters per second. That translates to about 200 miles per hour, or about 320kilometers per hour. At those velocities, most paintballs break on impact. It is considered a "safe" limit for the game, and is followed all over the world.

Paintball markers, from Tippmanns, to Dyes, to Planet Eclipses, to MacDevs, are designed to work at its best if the velocity is set BELOW 300fps. Infact, the recommended velocity for the infamous(but often over-rated, i know because i have one) BT Apex barrels is 275-285fps and the flatline is recommended to be used at 275fps to be effective. Experienced ballers would know, if the marker is over-chronoed, the accuracy drops, balls break more often, and they hurt a hell load more. Paintball masks, from V-Force to i4's to Jt's, all paintball mask manufacturers, provide a little booklet on mask maintenance. If you still have yours, please open it. Every mask that i know of, have a disclaimer. "This mask cannot protect you from paintballs flying at over 300fps." or something that carries almost the same meaning to that.

The reasons that i always get from people that over-chrono: It shoots further. Yes, it does give you a few additional meters when shooting, but at what cost? Safety? Accuracy? What's the point of having a marker with that sorta range but you're unable to actually hit the target?

I personally believe that all paintball barrel kits and markers are designed to work best at speeds below 300fps. So there's no point for you to spend Rm500-600 on a barrel kit if you're going to over-chrono your marker. It will not give you improved accuracy, it will not make you play paintball better, it would just brand you as a "kiasu" guy that has more money then he can spend.

You will be surprised that on normal play days, how many people over-chrono their markers. Although this problem is slowly a thing of the past in Tanamera Paintball Park due to our random spot-check sessions, it is still rampant in other fields. Some fields actually does not have a chrono limit(no, i'm not telling which field) The owner himself told me that he wants his customer to have fun, and he said paintball is not fun without the pain. So all his house markers(Bravo Ones and Spyder Extras) are chronoed to 320-340fps. He also told me with much self satisfaction that before he ditched the chrono limit, he shot a few of his rental masks close range and they stood fast. But ask your selfs. How much more the mask can take? And how many accidents does it take for our favorite sport to be in the firing squad of the Rakyat, and the government. Yes, it only takes ONE(1) accident.

Some people actually take fun from seeing another's misery. When he see people bleed. Ask your self again. Are you one of those people? One of those who does not want new players? One who scares all the newbies away by making them bleed? Or the one that would cause the very first "mask break" accident in Malaysia? Stop being so kiasu and childish la...

Those velocity limits, and those disclaimer on the masks are there for a reason. They're designed that way after years of accidents, trials, and errors. Its a very simple thing to follow, its there for a reason, in fact, the most important reason and rule of them all, safety first, safety last.

Over-chono-ing players in Tanamera, you guys better watch out. I'll be getting you very very soon.

=)

Wednesday, December 2, 2009

D-Day Game Format

GAME PLAY FORMAT

All players please be punctual. Roll-Call at 8.30am to split teams and team General election. All players will be split into 2 teams, Red Team and Blue Team. All teams will NOT be given arm bands, but will be given masking tape of your corresponding team colors. Masking tape MUST be taped on your hoppers, or risk getting booted out of the game by the marshals.

All of Tanamera's fields will be divided into 6 zones.

Vietcong Village + Jungle = Zone Alpha (1)
Killhouse = Zone Beta (2)
Thorn Island + Lake Placid = Zone Charlie(3)
Killing Fields = Zone Delta (4)
Dunes = Zone Echo (5)
Tier 1 + Tier 2 = Sniper Zone (6)

Red team will be based in Vietcong Village and Blue team will be based in Dunes.

The game-play format will be zone capturing where the teams who captures the most zones at the end of the event wins. All zones will be available to capture except the Sniper Zone (6).

Zoning and Capturing
The base will be out of bounds and cannot be passed by any live playing player. To get from Alpha to Charlie the player HAVE to go through the jungle down to Killhouse(Beta) to get to Zone Charlie. Flag poles will be put up in the center of each zones and players would have to raise their colors to mark the zone for their own. A neutral zone will NOT be marked by any flags. It is up to the General and the players on how they capture the zones. Supply cutting like capturing Charlie before Beta is ALLOWED. Play zones are marked either by colored strings or border tapes red and white in color.

Flags
Flag location for Zone Beta, Charlie, and Delta will NOT be announced. Its up to you guys to find where is the flag pole. Flag position in Zone Alpha will only be known to RED TEAM, while flag position in echo will only be known to the BLUE TEAM.

Special Zones
Every General will be given Ten(10) Sniper cards, in the form of name cards or special colored ribbons. Only players with sniper cards are ALLOWED on the Sniper Zone(6) Which means, there can be only a maximum of 20 players on the sniper zone at one time.

Marking and Medical zone
Each player will be given a card with slots for 6 stamps. Everytime they're called OUT by a marshal, they are allowed to re-spawn at the far side of the zones. Once their chop cards are filled up, they MUST proceed to the Medical station and stay there for 10 mins. A marshal will be present at the medical station to monitor.

Out of bounds
The "babi hutan" trail on the far side of Lake Placid is considered Out-Of-Bounds. And any players found exploiting that route will be jailed. The game boundary will be marked by ropes. Any players found playing out-of-bounds will be jailed and penalized.

Radio Communication
Players are allowed to have radio communications within their own teams. All frequency MUST be synchronized with Radios in the Command Center. Radio communication spying is NOT-ALLOWED. It means that you can't tune into your opponent's frequency to spy on their movements.

Game Command
Every player in the game will be led by one(1) general. The chain of command on the field will be at the sole discretion of the generals with VERY limited interference from the organizers.

Marshals
Marshals will be of the Malaysian Paintball Referee Organization(M-PRO). Marshals have the right to send players to jail, off the field, and out. Again i would like to stress that the marshals are given power by the organizers to dish out whatever punishments and penalties they see fit. All marshal words and decisions are final, and any disputes can only be brought up to the Ultimate on duty not the field marshals.

Chrono
The maximum chrono allowed for this event is 290fps. Marshals will he given handheld chronos and will be instructed to use the chrono on any player that they see fit. Punishment for chrono over 290fps will be a 2 hour jail time

Outside Paint
Strictly NO OUTSIDE PAINTBALLS are allowed into Tanamera on that day. Cars coming in might be checked for security reasons and to prevent outside paint. Any of you caught with outside paintballs, those paint will be confiscated. Only paintballs sold on both days of D-Day will be valid paint throughout the event.

Playing-On
A penalty of 3 chops will be given by the marshal if a player is caught playing on. The more you play on, the more times you'll have to go back to the medical center to sit the game out.

More gameplay rules and format will be added as they're created.

Event Schedule
6.30am-8.30am Registration(No registration after 8.30am)
8.30am-9.00am Roll-Call
9.00am-9.30am Briefing
9.30am-10.00am Event Launch
10.30am Game On
7.00pm Cease Fire
7.00am Game On
4.00pm Game over
4.30pm Lucky Draw

Andrew "Taggy" Wong