Welcome to Paintball Central.
Paintball Central

Paintball
Pictures
Paintball News
History
Gun Gallery

Multimedia
Video Clips
Links
Wallpaper
Screen Savers

Other
Specs
Reviews
Help
Schematics

Sections
Home
Guestbook
Mailing List

Contact
Contact


Add Me!

FastCounter

This page is
hosted by
GeoCities
Get your own
Free Home Page





Welcome to
Paintball Central

I am always trying to keep this updated, so check frequently back for new information.

Tips and Tactics...

Tips and Tactics:
Here is some Tips and Tactics that will help you while you play paintball...



Sniper Tips:
Sniper necessities:
Good paint to barrel match
Ghuilie suit helps but is not really necessary to be a sniper
Quiet gun
Get a goggleskin to reduce reflections off your goggles

TIPS

Wait for the right moment! Take a shot only if you know you can hit the person

Be Patient. Pick a spot and stay there. If you need to move make sure no one sees you. Crawl or move when noone is around.

Have a quiet gun. If you have a quiet gun and you miss a shot, the enemy wont immediatly pick out your location. Usually snipers will use ported barrels like the smart parts all-american or tear drop barrel to reduce noise.



See a fire fight? Sneak up behind the enemy while they are distracted.

Get some thin shelled, easy break paintballs. I prefer smart paint. You don't want to risk a bounce if you are only taking one shot. This thin shelled paint is awesome at shooting long distances and you will get a break instead of a bounce since the ball loses some velocity and most paints will bounce.

Building A Team:
You need a team. I assume you already have the players, but a bunch of players isn't a team. Teamwork requires a lot of experience, so don't be upset if at the beginning, you experience troubles in communication and/or coordination. It'll come when everyone knows his job and teammates.

Anyway, the 5-man format requires less teamwork than the 7 or 10 man ones. It's common knowledge. BUT, you'll be better off if you do have a team structure. The simplest one is:

    1 player at the back. The idea is: the closest to the front you are, the more paint you take, the lower profile you have to have, the less you see. But since you need to keep informed of what's going on, you need a player who will observe, standing up, somewhere behind. This player will be able to move, and will relay information from one wing to the other. Since he will have to make decisions such as shifts or pushes, he usually is the "tactician" of the group. 2 subgroups of 2 players. In each subgroup, there will usually be a player further than the other (usually the fastest one), who will protect him. The way they work will depend of the field.
SO: discuss with your players, try to find out which one would be the best "back", who would be the best "middle" and "front" players, and who likes to play with who. Your players must feel comfortable with their task.

2 - Use Your Team
If you don't know where to go, nor what to do once you've reached your positions, you won't feel at ease and you won't play well. You need a plan, but to design a plan, you need to know the field, and who will fit best in which position.

A. Walk the field
How to walk a field is very difficult to describe. Here are some simple steps (each one lasts 5 minutes):
    "Free walking": each player walks around on the field to get a general idea, and spots the main features (width, length, shelters, "paths", etc.) Running: you want to know where the "real center" of the field is, where's what we call "the line of first contact" -- the farthest you can go on the break. Choose a plan: now you know (roughly) where your opponents will be because you know the features of the field, you should see by now where their weakness will be. Your plan must be very simple:
      decide where you are going to push. Usually on one side, seldom through the center (when the center is thick or offers good cover). logically, if you push on one side, you defend on the other.
    "Individual walking": now you know who's going where. Your best attackers go where you are going to push. Send each subgroup to their area, and let them chose their first shelters, and where they will go if the push goes well or if they have to fall back. "mayday resort": before you walk another field, gather your team around the flag station, and quickly decide where to go to if you have to fall deep back. And ask your team about which side they prefer, so you'll know what to say if you win the toss.
B. Work on your morale - watch your attitude
Whatever the level you compete, try to have a professional attitude. If you start yelling and arguing each time you're upset, you won't be able to concentrate on the game nor to analyze your mistakes. Eventually, this will lead to straight losses.

NEVER GET UPSET.

Having troubles with your equipment is very upsetting. So take care of it, review it beforehand, have some tools and some spares available, even try to have a spare marker that you will carry with you to the chrono station in case anything goes wrong.

Arguing is very upsetting. The golden rule is: only your captain may discuss with the refs. If you think there was a problem on the game, tell your captain, and don't speak unless asked to by the refs or by your captain.

Never argue with one of your teamates. If you want to compliment him, go ahead. But if you think he didn't play well, tell your captain.

The problems of your team are your team's concern. No one else should even know about them.

If someone played well, tell him. Work his morale up. Build a friendly atmosphere among your team.

Camoflage:
If you are difficult to see it is obviously difficult to shoot at you. Camoflage does not necessarily mean an "army look" - Use whatever works best for the particular locale you'll be playing in. In a wooded area, green and black or woodland style camo is best. In an urban setting (houses, junkyards, etc), go for +patterned clothing, with blues, blacks and reds in them. Another very important feature is a visor on your goggles, the visor will not only increase the protection factor of your goggles but will also shade your eyes from the sun, which coming through your goggles can blur your vison and make it very hard to see. Not only that but sunlight reflecting off goggles looks like someone flashing a signal mirror saying, "Hey! Here's my head - shoot at it."

Ultimately, the art of "blending in" comes down to two major points: 1)Lack of movement, and 2)Lack of overly bright colors. To get a little technical, the human optic system picks up both of these things before anything else. Movement is the number one thing, here - with minimal camoflage, it is possible to stand COMPLETELY IN THE OPEN and not be seen (I've done this before)...as long as you are absolutely still. The human sight also picks out shades that are brighter than the surrounding colors WAY before it detects colors that are darker. This means that true camoflage isn't always the best answer, as too-light camo will stick out like a sore thumb even when compared to someone wearing navy-blue clothes in a woodland setting. What does this all mean? In a nutshell, move as little and as slowly as possible, and make sure your clothing is as dark or darker than the majority of the terrain you'll be playing in. (As a side note, Army surplus stores are the absolute best place to pick camoflage outfits up at.)

Gun Velocity:
There are different schools of thought on this. Most Fields will limit velocity at around 300 FPS to keep the game safe. A velocity rate between 200 and 300 FPS will give you minimal non-breakage on your balls when they hit (the more so the closer you get to 300 FPS). A slower velocity allows for more of a lob in your shots which can be very useful when trying to hit an enemy behind cover, while a higher velocity will of course increase the range and accuracy of your shots. It is best to experiment with different speeds to find the one you can work with the best.

Getting Hit:
If you feel a ball hit you or suspect you have been hit, but cannot immediately see the ball breakage, DO NOT CALL A HIT! Duck behind cover quickly, stop shooting, and check yourself for a hit. If you cannot locate a hit, ask a teammate or a Ref. to check you out. The reason for this is every now and then you will get shot and the ball will not break, and if you call hit accidentally you are STILL OUT. Baggy clothing and/or layers will also increase the chance of a ball bouncing off you. US army BDU field jackets are excellent for keeping balls from breaking all the time, as they tend to be baggy and have a lot of material in the front of them. If you wear another baggy shirt underneath you can also greatly increase the chance of balls bouncing off.

Check Your Equipment Every Game and While on the Field :
Obviously, your paintgun is the most expensive and fragile piece of equipment on the field. Check your gun periodically for ball breakage and paint in the barrel, as this can affect your accuracy and velocity. Dirt or grime in the barrel or on the operating rod can reak havok not only on your paintballs, but to your gun as well. Squeegy the barrel after EVERY game and field-strip your gun at least once per day to make sure it's clean. Check your hopper and loader elbow after every game for broken balls or dirt that can cause problems. Both the barrel and hopper of paintball guns are washable, so running them under a sink tap is okay. Before screwing on a full tank of CO2 check the O rings and and connections for debri or dirt, and clean, oil and replace as necessary. If you are using a remote system check each connection periodically, as they do have a tendency to come loose. Most importantly check your CO2 levels!!!, a 12 ounce tank at 300 FPS can only shoot about 400 rounds before going dead. Note that the temperature of the tank will help you determine how full it is - the colder the tank, the more CO2 it contains - room-temperature tanks are almost empty.

Beyond your gun, a good set of goggles in working condition are essential to a game of paintball. Make sure that the lens is not cracked, the mask is tight and fitting properly on your face, and that you can move in it okay. It is very important to remember that paintball masks were designed to withstand the impact of a paintball travelling at 300fps. Although skiing or motorcycle masks and goggles may look safe to play in, they are not designed for it and will probably cause more harm than they will help.

Your gun and goggles are not the only pieces of equipment you need to be concerned about. Comfortable shoes can really make the difference towards the end of the day. Low-cut all-terrain hiking boots are excellent, as are tennis shoes with ankle support. Your footwear should allow you to run full speed, provide excellent traction, and be very comfortable. Wear loose clothing - tight clothing can chaffe and be very uncomfortable after awhile. If you are playing on a cold or snowy day don't be afraid to pile on the layers, as you can always take layers off - There is nothing worse than paintballing cold and wet. Gloves are often overlooked unless it is cold out, but even in the warmer times of the year they can be a life saver. Personally speaking, getting shot in the bare hand really sucks, and can even lead to bleeding. The shell of the paintball has a tendancy to scratch bare skin, so covering your skin up prevents this. If you choose to wear a cup find one that you are going to be comfortable in for 8 hours. If you are going to wear boxers, be sure they aren't too loose - if you've ever tried running a race in them, you'll know what I mean. Cups are also an option for those wishing to keep Mr. Winky intact, although most consider them too cumbersome and annoying to make them worthwhile in the long run.

How to move :
9 times out of 10 it is suicide to move around alone. At the very least stick with a partner - you cover his/her back, they cover yours. The best-sized groups to move around in are between 4 and 6 people, depending on how many total players there are. These groups are small enough to not draw too much attention, but large enough to provide good offensive power and cover fire. Aviod moving in too large of a group - 20 guys moving through an area is pretty easy to see, and even though you have the numbers, a few well-positioned individuals can easily take out most if not all of the group.

Avoid flat-out running. Move quickly and smartly, inspect all areas along your route while keeping a good pace. As mentioned above in the Camoflage section, faster movement attracts attention. Running also leads to nasty surprises, as you may stumble blindly into a group of opponents, or even get shot by your own team by startling them.

When you are moving make use of all available cover, double-checking if necessary to make sure that you don't miss any possible routes of attack. Always be ready to fire - keep your gun level and ready for action, as you never know what you might stumble upon. Learn to move sideways as well, keeping your gun aimed in the direction you are traveling. Side-stepping provides a smaller target to shoot at and allows you to move and keep your gun relatively steady.


Using Cover :
The best type of cover is one that will allow you a good view of the target and surounding area, but leaves you all but unseen to your opponents. Natural walls (fallen trees, rocks) and man-made obstacles (tire piles, old vehicles) are prime examples. The most important aspect of these types of cover is that you don't need to expose yourself when firing at the enemy - if you have to expose yourself to enemy fire when making an attack, the cover does little more than give you time to reload, while at the same time limiting the area your opponents have to cover.

Another thing to look for when chosing cover is that there is a safe way to retreat from it when the need arises (which is going to happen, sooner or later). If there is no back-route to safety, you're just getting yourself into a position where defeat is inevitable.


 

Mailing List | E-mail | Guestbook | Links

This site includes, alot of stuff.