|The Dead Zone Paintball Related Chat|
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|03-16-2013, 09:06 PM||#32 (permalink)|
Stock Class Aficionado
|03-16-2013, 09:08 PM||#33 (permalink)|
Join Date: Nov 2009
I think he means mech semi. I don't think paint sales would drop too much, a decent amount of mechs can still dump paint, just not at 12-15+. Wasn't psp at 10 bps for a year? I think they still sold just as much paint.
|03-16-2013, 09:22 PM||#34 (permalink)|
Serving Tea for CCM
I was at the field last weekend when people were prepping for PSP Dallas. You see the guys with xyz markers and it is the same formula.
Break, go to bunker, shoot (mostly by pulling the trigger with one finger mind you), reload, and repeat.
That bores the crap out of me.
Mech semi would force players to move instead of shooting volume, and the sheer mechanical semi would truly limit how much paint is in the air.
Just rough numbers.
Say a back guy usually burns 7 pods (7x140=980 paintballs) a game, but in mech semi shoots maybe 4 pods (4x140=560 paintballs) a game.
He plays 10 games or so for the ease of making a point. Normally would burn 9800 paintballs, roughly 5 cases of paint, but due to mech semi would only shoot 5600 paintballs, 3 cases of paint.
A team that usually buys 50 cases of paint, now only pays for 30 cases.
Just for giggles, say a case is $40 (humor me ok?), the $2000 paint bill just went to $1200.
Then again, do "pros" really pay for anything?
|03-16-2013, 09:55 PM||#35 (permalink)|
Not playing nearly enough
Join Date: Jan 2010
Location: Layton, UT
Of course that would increase the amount of time needed to run the event and could increase cost to the organizers in other areas.
One thing I noticed from recently watching videos of mid to late 90s paintball tournaments was that people were still carrying a crap load of paint on themselves and shooting a lot. The game times were typically longer but the players per team (and field sizes) were higher too.
I don't have any hard numbers for that time period as I never played professionally back then (or now), but I'm curious as to what the team paint consumption rates were back then and how they related to the relationship between team size and average lengths of the games.
|03-17-2013, 12:13 AM||#37 (permalink)|
They lowered rof and more teams made big break outs. Then sat and shot from their bunkers. Raise it an every body doses off break
Make it semi and every one adds trigger bounce.
Capped ramp/semi is most reff able rof
I loved psp 10 but majority of players didn't because they couldn't hit people off the break
And psp sells to majority
12.5 isn't bad.
Also pros won't shoot mechs because they arnt flagship markers
Dye teams shoot dm13
Eclipse. Geo3 lv1
Empire. Axe ( was last years top model) impulse (1,000$ high end) and vanquish (top of line shocker)
Unless 1500$ autocockers comeback or mags
But a cocker is disadvantaged. Closed bolt (roll outs) exposed parts. Old. Not user friendly ( timing sucks)
I still choose a mech ccm or ccm pump when I play
But if I was paying to play and win I'd shoot a space gun just to have every advantage possible twords winning
|03-17-2013, 10:25 AM||#39 (permalink)|
|03-17-2013, 11:00 AM||#40 (permalink)|
Join Date: Nov 2012
Location: SW Ontario Canada
Personally I play mostly pump and rarely find myself feeling out gunned. So I think at a local beginner level myself and friends could manage ok shooting mech semi. But that's kinda all dependant on how well my leg heals up or if I have two legs for that matter still after all said and done (have a BAD bone infection due to a open compound fracture incurred in sep).
I'm not talking high level play though just some begginer tournaments to see if I really wanna go that route again.
AGD 68 Automag, AGD RT ULE, Azodin KPII,Tiberius T8.1, Tippmann Pro/Carbine, Tippmann SL-68II, Sheridan PGP 2k.
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