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Old June 9th, 04:15 AM   #1 (permalink)
Barber
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Thumbs up New Player Guide

Here is a video on haw to walk and rake the trigger.

http://www.webdogradio.us/video/tipclip/WDR31hi.wmv

I know, he is a little goofy, but he shows how to do it. I hope this clears up the "What is walking the trigger" threads.

If anyone needs further help, just post.
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Old June 10th, 05:06 PM   #2 (permalink)
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Might as well put this here to. Just to emphasize the point.

http://www.paintballforum.com/forum/...003#post790003
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Old June 12th, 12:06 AM   #3 (permalink)
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13 Must Read Articles

All Articles are Courtesy of my friend PSUGhost

www.autocockerhq.com

Making a Team and Making the Team


Making a team
-------------------
As the leader of a college team I am often asked "How did you do it? Get this thing started?" People look at my roster and are shocked when they see 30+ names on it. But getting to this point was no cake walk, but it was less trouble then many people would think.

Find a home: Somewhere around you is a "home field", someplace you can get to often and play at often and are prolly known by the owners/refs. This is the best place to start. Meet up with some of the walk ons who show up each week, make some friends, exchange numbers, find out when they are coming again. After a while you can make your own little group of people who play together. Then ask the ref if he can keep you all on the same team sometime...wow...did I just say team? Yeah it's really that easy.

Get organized: The first thing you'll need to figure out is who is the man in charge, someone has to make te arangements and have the final say in matters (And trust me it happens a lot that you need to have final say). That person does NOT need to be the commander on the field, but must be the off the field leader.

Where ya going?: It is important to figure out where you want to go with this team. Is this for fun? Is this to hopefully get good enough to get a sponsor? Is this an attempt to make a new pro team? Then figure out what events you want to do. 3, 5, 7, 10, x-ball?

Start small: Best place to figure out what works is to go to a local tournament or a small young guns event and try yourselves against the local talent. YES you WILL get romped. But you'll find some great teams to play with who are in your area, and remember you only get better by playing people better then you.

Sponsorship: Ah yes, that word that to many means "Free". Well I hate to break anyones bubble but the only people who get anything for free are the pro's and the am's who are good enough to be pro's. The rest of us have to deal with discount pricing and work/play deals. But DO NOT turn these offers down. One of the best and prolly first deals you should work out is if your home field will let you do a work/play deal. You work for them one day, and you play for free another day. This is how MANY teams get their practice's done. Most fields are more then happy to have you help out as it's cheaper for them, and it's better for you. That is what sponsorship is about, an agreement that helps BOTH parties. A very important thing to remember is that no one will sponsor a team unless it's good for their business. So make your name known, get in the magazines, get to big events, and meet people. A lot of it is who you know.

Live it up: At PSU we have the bonus that many of us live together, so we all kow each other both off and on the field. It is very important to trust each other and that trust is built be being together. So do non-paintball stuff. Play lasertag, go to the fair together, catch a flick....be a team.

Politics: Many people are scared of politics. Well I hate to tell you your going to deal with them. Not everyone on your team will like each other, some people will have different goals then others. As a leader you have to take each one in stride and decide if it's worth fighting for, or is it worth giving it up and letting the person "Be successful elsewhere"......

Still, no matter how many headaches I get, walking off that field, collapsing in exhaustion from our finals game, and dragging your team to the podium all teary eyed.. there is nothing like it. My teamates are now my brothers and I would never give that up.



Making The Team
---------------------
So you've found a good team you'd like to join. Now how to get there?

Finding a team: Best place to look is your home field. Sometimes the teams won't be there or might be reffing, ask the refs or the owners what the local sponsoered teams are at that field. They will gladly hook you up.

Follow Gear: As bad as it sounds a good way to tell how invovled a team is is by looking at their gear. A team in camo's with tippmans is prolly a team that does it for fun, which is perfectly okay if that is what your looking for, but won't be if your looking for a fast ride up in the world. Then again some teams have custom jerseys and $2,000+ guns, which is kinda out of the league of your Spyder Flash. So find a team that is about the same leel as you, one that wants to go the same places as you and you can grow with.

Meet the team: Talk it up, remember these guys have all prolly known each other a long time, so you gotta get to know them and befriend them. Find out if they could use you for the day or so if it's at a walk on event.

Don't rush them: These guys have a system going, so jumping in and saying "My name is Ted, can I join your team?" is not the way to do it. Play with them a few times, find out when they practice and offer to come watch, help out, or practice against them. Remember they want to be impressed by your skills first, then they'll be more willing to talk.

Play it up: Be a mad baller, show them your skills and be sure to be cool about it. No one likes to hear "I just shot out that angel guy with my spyder"....they would much rahter hear "Wow man, your good, you almost had me, glad I got you first".

Be a sit in: Sometimes teams will take potential new players to small events as alternates...it may not be a glorious job, but do it anyway. It shows your dedicated to the game and who knows, they may ask you to play a game.

In short finding a team is like finding friends, cause your teamates should be your friends. So don't rush, you got time, work on your skills and talk tot he people in charge...before you know it you'll be standing at the starting box, with 9 other players at your side screaming your head off getting ready to tool fool.
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Old June 12th, 12:07 AM   #4 (permalink)
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Playing Mid

Mid players are often the ones forgotten about on the field but are the ones who carry the most weight out of anyone. Sure the fronts get the kills and the backs do the talking and the lanes, but that is in a perfect world, and in perfect worlds teamates don't get out.

What exactly is the mid? He is the man who does everyones job all at once, and can become whoever he needs to become. But let's look at it the way we have examined the others:

Before the game: Walk the field with your team, again I stress this a lot. You need to know exactly where your back players are going and where they are shooting, as well as where your front players are going. You need to know every step in the play from the person behind you to the person in front of you.

Off the break: You need to be able to fill in someones spot should a key player go down off the break. So keep your eyes on your fronts, and your ears on the backs. Anytime a teamate get's taken off the break they should notify their team with something "I'm hit" or otherwise, there should be no excuse for your team not knowing their down a player. When that happens it's your time to strike.

When a front goes down: If a front goes down off the break simply take over his job, hit his bunker for him...in all reality most back players who key fronts will stop shooting once they hit their target, which leaves the door wide open for you. If he goes down int he middle of the game it is your job to become the front man and to make up the ground that was lost with his elimination.

When a back goes down: If a back goes down off the break it is your decision to change course and take a back bunker or to continue where yor going...remember, while a key position ont he field is good it's not worth getting 2 eliminations over. Stop at the first bunker you come to and try to make up for the lack of paint that your team missed out on from their loss. If a back goes down in the middle of a game it's again your decision. While I would not recommend running back to a back bunker I have seen it done, and quite successfully. Then again I have seen it fail. If you decide to stay where you are the same rules apply as when playing back, the difference is your now half blind. Communication becomes even more important as you need to work with the other mids or the remaining backs to understand what is going on.

The second line: As a mid player you are also the second attacking line. You need to understnad your front and know when he needs your help and when he wants you to cover him. Listen to your back player as well, he'll let you know what is going on. When I run down the field to bunker a line of guys I will sometimes get 2 or 3, well the next body in that dead box had better be my mid player after he followed me and took out 2 more. Remember, one person running down field to bunker their opponent is suicide, two...well no one does that....right?????

Stupidity eraser: I have heard mids refered to as "stupidity erasers", when the communication is less then perfect between a front and a back that is when the mid has to cover up the mistakes made by either two. A front decides to make a key move while he can't hear his back player telling him to sit his @$$ down...he runs anyway...now it's your job to make sure those people who normally would have a shot at him are lieing in the fetal position waiting for God to strike them dead as opposed to the arsenal of paint your sending at them.

Tunnel vision killer: Mids are also the "Tunnel Vision Killers", let's say a key opponent is laying it thick on your back player, they are trying to pinch him out of his cover. Well usually when this happens the player will do something called "Posting", he'll sit out of his bunker and simply stare at where your back player usually comes out of, in hopes to catch him doing a slow snap shot....many players don't realise that by doing this they tunnel vision and lose sight of what is going on around them....like that mid player who just happened to hear that his backs assialant is "Posting out of the left side of the center 40 taco"...the tunnel very quickly is filled with a bright colored goo....

The best way to play mid is to simply understand the roles of the other members of your team. You are the second and last line of hope for your team. Know what the plans are for botht he people above and below you, and be willing to help easy the pressure to let your teamates do what they have to do.
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Old June 12th, 12:08 AM   #5 (permalink)
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School, School Fools

Alright fools, school is now in session...and today we're going to be getting homework...yes homework. We're talking about practicing and drills.

Why drill? A lot of people will ask you that, sure it may not be half as fun as really playing but you can only learn so much from playing. Your doing som many things at once that you can not focus on one skill, so drilling takes over. Also drills use up a lot less paint then actually playing- which is always good for the pockets.

In my expereince I have found that games are much better used for drills then simply doing some skill. So here is a list of some activities we do for PSU:

Taps: This is a favorite of both fronts and backs a like as it helps both out. Have your back players (2 or 3) start at their "Key 3, 5, 7, 10" bunkers in the back, have your fronts (gun's are optional as fronts don not return fire) start at the starting box on the otehr side of the field. When the whistle blows the bakc players attempt to hit the fronts (practicing laneing and hitting a target that's exposed for short runs) while the fronts objective is to "tap" every single bunker on their half of the field, ending with the center 50. It's VERY tiring, but do it 3-4 times and suddenly you can run through walls of paint without a problem.

Can-Can: This is how I learned to snap shoot. Take one player and place him at one bunker at the 10 or 20, then take another player and place him at the 50-60. Have the two of them snap-shoot at each other. We usually play till 5 hits. No point stopping the drill for one hit, unless it's a google hit. We also have a coach running around kicking our feet in, or telling us to get closer, ect...have someone watch you to point out what you did wrong.

Trap shoot: Keying off the break is an important skill. So try this one. Take your backs and place them on a line (doesn't need to be ont he field). Have them start in their starting positions. Now take 2 or 3 pods or gatorade bottles and on the whistle throw them out into the air, kinda like trap shooting. Obviously the backs jobs is to hit the bottles. If you can get into position, aim, and hit something the size of a bottle, then you will have no problem hitting a person off the break.

Slide: You can do this one without even any paint. Heck I practice in the halls of my dorm sometimes. Simply put on your knee pads and pants and work on your slides. Hipslides (On the side of your hips), knee slides (Both knees), dives (SUPERMAN!!), and Butt slides (go in like a hip slide and then turn your weight so you slide on your butt...makes for less "Pretty Time" but puts your head up higher.

Break outs: The first 15 seconds of any game are the most imporant, so play 15 second games. Put them in the box, call the game, let people break out and finish getting pretty then do it again.

Code word: Many people hate this one, but it's effective to get people to listen up. Run a skrimage, while the game is going on have a ref walk up tot he back center and give him a code word, "Apple Pie" for example. He then has to pass the code word on to all the members of his team. Do this about 3 or 4 times..then after the game get everyone together and ask them to recite the code words, in private...if one person get's it wrong, they do it again. Works very quickly to get people to listen to their backs and to pass information along to otehr players...and to insure they hear it.

Skrimage: There are still things you have to play to learn. Things such as the difference in sound of a gun with and without paint, how to tell what way someone is looking when you bunker them, even how to work on your communication...so try out your news skills while your at it too.

Drills can only teach you as much as the people you drill with. Obviously you'll learn how to snap shoot much quicker with someone who is a better snapshot then you. The same is true for just about everything else. You have to play people better then you to get better. So don't get mad when you lose, thank the person for helping you become a better player. Find out what you did wrong, maybe they will help you out...then someday they will have to thank you, for the severe pasting you just gave them.
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Old June 12th, 12:08 AM   #6 (permalink)
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Off the Break-Back Players

Alright crew, welcome back to Ghosts school of paintball, class is now in session so pick up your guns, put on your masks and get ready.

We already went over those first key seconds of a game for a front runner but what about the guy who is the real meat of the team? The Chessmaster? The one who keeps glory hog front player like me in the kill zone and out of the dead box? Well let's take it from the top:

Walk the field: I think people are starting to get sick of me saying this, but knowing your field is more important then anything as a back player. You need to be able to watch someone out of the corners of both eyes at the same time and know exactly (not guess) where those people are going. Something to think about is to ask a front "Where would you go off the break?" The first thing to find on any field is what is called the "Key 3, 5,7 or 10". These are the bunkers that 50%+ of the teams will hit off the break. Once you can imagine where they will go you can direct your battlefield.

Coordinate: Your front and you should be thinking as one, but remember all he can see is a wall of bunker, you have to fill in his gaps for him. If he looks left to shoot cross field you had better be looking at his right for someone to come do him. If your front does not trust you to keep him safe from getting bunkered he can't focus on his job. So while you may be in charge of the field, your front decides which side of the field you look at by the way he is playing.

Communication: Oh, you think this is a no brainer? We do a little drill at PSU where we force our back players to play front and our fronts to play back...guess what those backs find out very fast? They can see jack! A well communicated to team is a happy team. So let him know everything....and I mean everything. The number of times I hear someone yell "Back can is hot" I shake my head as I know he might as well have told his team "I like chocolate Ice cream"...it would have given them the same amount of useful information. Your team needs to know what bunker, coming out of what side, high or low, what color gun he has, what color shoes he has, who he is shooting at...every bit of information. You want your front to one ball that guy who is pinching you? Then you need to tell him "Back right stand up, coming out of the left side, he's showing his hopper and left foot to me, he's standing up and he's pinching my right side." Now your team knows all they need to know to mess the guy up.

Be calm: It's tough to beleive and sometimes tough to do but whatever you are doing emotionally moves up the field. Remember, your fronts are trusting you. When they hear you yell "I'm getting lit to S**T" or "I can't see any of them" One thing goes into my head "I'm dead". So no matter what, keep your team calm and collective. Larry (my back center) is the best at this. He knows when the count gets down I start to get antsy. Not a single game goes by that I don't hear "Breath Rob, stay tight and shoot your gun, Look left I got your right..."

Keying: One of the best powers of a back player is to change an entire game at the break. When you get into your start you need to examin the other team. Look how their players are standing, and follow their eyes. You can 90% of the time tell exactly where they are going off the break. When the whistle blows you need to get your gun up fast...don't worry about getting hit, most of the time the amount of paint coming at you will be limited and so far off it won't break. What you do want to do is to aim at the bunker where your target is moving to. DO NOT AIM AT HIM....he is running, your shoots wil miss. You want to send a straight beam to a spot that you know he is going to run through. It is very tough as the natural reaction si to aim at your target and not to waste paint on the grass...but when you see him run right into a laser beam of paint it's all worth it.

Play your position: Way too many times I see back players move up to, or even past their fronts. Yes it is much more exciting in the front, but your team needs you where they put you, and you must follow your plan...stay put.

Painting: When you take aim at a player (even moreso a good front) remember that they try to snap shoot. It's tough for them to change positions alot in those small bunkers and human nature tells them to repeat what worked the last second. So if someone pops out of a bunker chances are they will do it from that side again. Also remember 93% of the world is right handed...so they will be coming out of you left side the majority of the time. Now all you have to do is send paint to where they head is going to be...don't shoot at the bunker, shoot just to the side of it, so when they come out again you've already got your shots in the air. A good front can snap shoot fast enough that you won't be able to pull the trigger before he is back in his hole...so it's important to beat him to it.

Chessmaster on the field: The back center is the chessmaster of the field. He makes the calls and there should be no doubting his word, for anything. This puts a lot of pressure on the back center so make sure it is someone you trust. He is also the communication HUB on the field. Information can move from the left tape front, to his back, to the center, to the right back, to the right tape front. Without the middle men the two fronts could never talk. As chessmaster though you have to be able to think for not only yourself, but the other 2,4,6, or 9 other people on the field. Watch a good team play. The back center is prolly going nuts, It prolly sounds like one long run on setance "Keppy look left Allen look right to cover Keppy's right Rob do the center 50 Pat cover Rob's run to the center I got your left Rob Pat watch the snake turn 2 is hot!"

Duck and cover: So what is your mission on the field other then PA system? In reality your not expected to get many kills. If you do, great. But what your looking for are the angles, you want your fronts to be able to dance to their bunker in a bright pink too-too while you make any opponent think that Thor the God of thunder is on the other side of his bunker and want is ....NOW! I heard a good comeabck that explains it rather well a front and back were talking "If I'm your remote control death machine, then your my laser defence turret". An opponent who can't even hear themselves think, or is too scared to come out of their cover for sake of getting hit, is a crippled opponent.....and I pick on cripples

Playing back is one of those positions that gets very little credit for doing all the work. Sure you may not walk off with any kills, but your fronts know who is really their God on the field. I know there is no feeling in the world like working with someone you trust enough to sprint in front of his line of fire and know 100% that there will be a 3 ball gap for you to run through....
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Old June 12th, 12:10 AM   #7 (permalink)
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Off the Break-Front Player

Many people have argued over what is the best gun, or the best paint, or the best mask in paintball, but the one thing you will almost never hear anyone argue over is what is the most important part of the game of paintball. That would be the break. The first ten seconds of every game... when you are either made, or broken.. So what is the secrets of "The Break"? Let's take a look:

Before the game: Walk the field. I can not say this enough, you need to know that field inside out, upside down, and backwards. There has even been a few games where I have gone blind from splatter and had to play the rest of the game with just my back man and my memory. When you walk the feild it is important to remember that your opponent is not dumb, I usually find where I would like to go and walk the field as if I was going there. Then I will walk the field with one of our backmen, have him tell me where he would be shooting, if one of them made the move I was trying to make. After seeing that I correct my first bunker, and have a back review it and the proccess continues till you have a plan of how to get there and limited exposure.

What to look for?: Look for virtual walls of bunkers. Sure the Center 50 is no where near that left 30 doritto, but if you run at just the right angle, the two bunkers keep you hiden for the entire run. Also, never lose track of those back cans, remember they (and snake killers) are a fronts worse nightmare...and a back players h**l as well.

In the box: Alright, you got two choices here...either have your own space and be nice and comfortable before the start and get yourself spanked...or go with a little less comfort and a possible win. What do I mean by this? Well it's easiest if I tell it to you from my own point of view. My back player gets to his position ready to fire and key off the break. I need something good to push off of, so I use his feet. I put my feet on top of his feet. He then puts his knee up against either the small of my back or my butt....When the whistle blows as he turns to shoot his knee gives me a push and I push off his feet slowing his turn and getting a little extra speed, so it works for both of us. Is aukward but it worth it.
Also something else that makes many people feel aukward is running with their gun in the wrong hand. If I am running to the left I want my gun in left hand so that my body (which is soft and has a chance for a bounce) covers my gun (which is hard and will not bounce).

Run like a bat out of...: I shake my head in greif everytime I see a front runner shooting his gun as he runs to his bunker. If you try to shoot and aim you have to run to slow, if you don't aim your just wasting paint...either way it means you have time to waste that could be spent moving even farther up the field...leave the shooting to the backs, that is why they carry 12,000 pods.

Listen: Once again your most powerful tool is your other sences then your eyes. Listen to each bunker you run past. Are balls hitting it meaning someone has a line on you? Or do you hear silence meaning no one cares about little old you and you can bust all the way up the field? When playing Airball here is a tip, Tap-n-Bounce. Pick a close first bunker, run to it like it's your final bunker. As you run up to it tap the bunker lightly with your palm, as you move to the next one. This does two things, it confuses the other teams back players as to where you really are, and if you hear the bunker getting lit up you can grab a good chunk of bunker and pull yourself back in an abort the run in mid stride....takes a lot of practice, but is a perfect trick.

Slides: Never end your run with a prissy little tip toe into the bunker, unless you'd like the other teams back players to leave a nice one on your @$$. Slide in, or for low snakes and such, dive. Then remember what I told you about "Pretty time" keep it limited. From there read the other articles in this series to play the rest of the game out...
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Old June 12th, 12:10 AM   #8 (permalink)
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Playing the Snake

The snake, the slimy, crawling thing that strikes fear into the hearts of women, children, and paintball players alike. The number of desperate calls that echo off the field of "He's in the snake, He's in the snake" are an illusive chant for survival...what makes the snake so feared And how do you become that feared thing?

The snake is prolly the hardest bunker to play on the field. You are blind, on your belly or back, can't talk, and can't see what is around the next turn. But played right it is the most powerful bunker on the field. The snake gives a player the ability to move across a good majority of field without being noticed. When he finally does pop out he has the entire otehr team at his mercy...and it's vicious. Here is the step by step:

Before the game: Walk the snake, from the snake there are a lot of blind shots (Where you shoot not seeing your target but knowing your shots are hitting where he will be standing), there are also a lot of places that give you good cover from part of the field, while leaving other parts open for your pickings. Also, find out what is at the end of the snake, and what bunker is the "Snake killer", alsmot every field has one bunker that can destroy anyone gettng into that snake.

Off the break: If someone is going to that snake killer spot, stay away from the snake. Have your entire team focus on him, Get him out of there. Once he is gone it's a free ride in. I would suggest a dive to get in, just watch that you don't clog your barrel with grass.

Once in the snake: Make your way along the turns. You must be VERY observant here...is that gun fire coming from the next turn in the snake? Is there a shadow of a figure? Is your back player screaming to you that the snake is hot? Once you have taken out your opposition it is your time to shine.

Coming out: NEVER, EVER, EVER come out of the same place twice. I have been known to make my way all the way back to the head of the snake before poping out again. If you come out of the the same place twice...you will die. Also, you are blind in the snake, so it is VERY important that your back player be giving you constant information on your next target. Treat it like he's calling in fire support. "Center lay down, comeing out the right side...NOW" From there is it the backs job to lock everyone in while you send him a one way ticket to the dead box.

Get cumfy: The snake is the most commonly bunkered position. Most teams want that snake clean, like yesterday...to prevent this you need two things. First is your own snake killer. He needs to watch out for people coming over the top to get you. This is also a very important reason to always change notches. Second you need to press your body as close to the wall of the snake as you can. Practice shooting with only one hand, and very important, practice shooting with only your off hand. When you get in there, and the paint starts to fly, you have very little time to get into a good position. You usally just play it as you lie...like a human pretzel.

SQUEEGIE!: The worst feeling in the world is being folded into a pretzel, being hammered to peices and breaking a ball. Play a paintball video in slow potion of a pro going into a snake...see something interesting? He prolly has 4 squeegies on him. One in each pocket. The reasoning for this is that you can be in any position and still get yourself a swab.

Unfortunatly it would take weeks worth of reading to know all the secrets of the snake. It is a very dangerous animal, both for you and against you. But in the right hands it is the best bunker on the field. Once again Practice, Practice, Practice. Play a day of nothing but doing the snake. Watch other players play the snake, and you too wil one day be "A snake charmer"
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Old June 12th, 12:11 AM   #9 (permalink)
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How to be a better front

This is prolly going to be the first of many articles because let's face it, everyone wants to know how to get better, and I have nothing better to do at work.

Front, the position that gets all the glory, the position that everyone watches. This is where the action is, this is where the adrenaline is pumping into your ears making your head want to explode.

I talk to a lot of people who proclaim themselves the almighty front player. If you take a poll I'd bet 85% of the people would say they play front. But what really is front? Well front is actually seperated into 3 different playing positions:

Deep Front- Some teams have them, some don't. These guys are the ones who hit either the 50 (center of the field) or the 60 (past the center) off the break and do little more then scare the $**t out of you. The idea is that while your focusing on him as the immediate threat, his back players are going jolly all over your face.

Snake- This guy is the one who is the silent killer. It is prolly the toughest position to play on a field but is the most rewarding. Stay tuned for an article on playing the snake in the coming weeks.

General Front- This guy is your teams killer. He is the one who should be getting the credit with 75% of your teams kills. His job is to hit the 40 or 50 off the break and take his time making sure he takes out those back players.

Now let's look at your role fro the start:
Before the day starts: walk the field, you are looking for what bunkers you can see from where. Maybe you'll find a lovely blind shot, or a spot that you can wrap and pin a back can. You also want to look at the field from your eye level...the ground. Too many fronts walk the field standing up, well that works if you play standing up, but most of us don't. What your also looking for is walls. Sometimes two bunkers are not even near each other, but at a certain angle it creates a vertual wall that you could dance to your bunker behind.

Off the break: You need to be moving fast. I usually like to stay very low so that there is no chance my back players could hit me by accident. Also, DO NOT SHOOT, I shake my head everytime I see a front player pick up his gun to shoot while running for his bunker...it takes too long and your just wasting paint. I would also recomend running with your gun in the hand that is facing the starting box...why? Because your gun is a 100% assured break, your arm is not. So put your gun behind your body to protect it from a possible break.

When you reach your bunker: SLIDE...some people are scared at this thought, so practice often. Heck sometimes I'll just go find a grassy hill and practice my slides...after a while it's freaken entertaining You also have to watch what has been nick-named "Pretty time". This is the amount of time you take once you get into your bunker getting yourself ready to shoot. I try to slide in to my bunker in the position i'll be shooting from so that I can have my gun firing seconds after I get in. Some of the better front players will actually start shooting while they are sliding in. The longer time you spedn getting Pretty, the more distance their fronts can cover and the less help you are to your team.

Snap shoot the backs: Remember, once their backs die their fronts will have no communication or fire support. Your mission (should you choose to accept it) is to take out those back players. Let your back players worry about their fronts making a mistake and running into a blizzard of paint.

Listen: Your ears are your most powerful weapon. You have to be in communication with your back players at ALL times. I have been known to discuss other games scores with my back players just to keep the communication flowing. You also need to listen to your bunker..where are those balls coming from? Are they coming in at an angle? Are they fast or slow to say if it's a back or front shooting at you? Is that someone's feet I hear coming at me on the left side? These are all things you have to listen to to know what is going on.

Obey: Your back player is your master, you will serve him or you will die. I am great friends with my back player both on and off the field because I know the more we know each other, the more we trust each other. There have been far too many games for me to count that I hear Larry tell me "Rob, move your head to the left 1 inch" I do it and the next thing I know there is a stream of 18 bps buzzing over my head just inches over my face plate as larry keys an opponents front. When your back player says look left, you don't finish your last shot...you freaken look left. I do not know how many teams do not trust their back players and it hurts them in the long run. I can not stress enough. You are nothing more then a "Remote Control Death Machine"

Blind shooting is worthless: Sticking your gun around the corner and firing only works in the movies. If you can stick your gun out and fire, chances are you can stick your head out too. You'll save paint, and maybe actually hit something other then the ref.

Be flexible: Sometimes the inevitable happens and people start to light your bunker up. WHen this happens you have to squeeze as much as possible to take up as little room as possible, check out some pictures or videos and watch how other players tuck in...sometimes I thing a yoga teacher would be proud...

Other then that, practice, practice, practice. The more you do something the faster you can do it. And playing Front is all about speed
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Old June 12th, 12:12 AM   #10 (permalink)
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Closing the Game

So you went ahead, did everything the way you were supposed to and now have a serious advantage and even better, time left on the clock. Now it's down to those hair raising moments, the last few plays of the game that decides who walks away victorious, and who walks away to go clean their gear. But just how do you do it? Let's take a look:

Communicate: By this stage of the game everyone left on your team should know where every one of their players is. There is no reason not to when it's down to only about 2 people. But you still need to keep the communication going. Even more-so now then before. The only way you can lose a 3 on 1 and sometimes even a 2 on 1 is if you don't communicate. If you work as a team then their one guy left has to deal with 3 of you. If you don't then he's just playing a game of 1 on 1. So make sure you know what your teamates are doing so that you can adjust accordingly.

Move together: Let's think about this. They have one guy left...you have 2. Logic would say that he can only shoot at one of you at a time. So move together. Get to opposite sides of his bunker and make your way down the field. Be sure to talk to let each otehr know who he is shooting at. No point in getting yourself eleminated if you don't have to.

The "V" and Pinch: As you head down the field shoot at his bunker from both sides. This will make a "V" of paint around his bunker, causing him to have to get tighter to his cover...as you move up the "V" gets shallower and he has less and less room to hide in, till he is either exposed, or is so tight that he can't return fire. Either way he is gone. But you have to do this at the same time as your teamate or he'll slip out from your grasp.

The Bunkering: Occassionaly some guy will be good enough to have your team locked down and the clock running out. This is when you have to make a move. I usually start prepping to make a final move when about 1 minute is remaining. It may sound like a lot of time, but it's not. Before you go let your backs know your making the move, or better yet, as a back player, order the move. Let whoever is playing back send a stream of paint at your target, this is usually enough to get someone to tuck into their cover and concentrate more on how to get back out then the sounds around them. Plus the sound of the paint on their bunker will muffle your feet. Also remember to always fill your pods to the top, there should be no room for the paint to shake as you run. Move quickly and quietly.
Now the big question is "What side do I go around", well your eyes and ears are your best weapon. Watch for plumes of CO2 smoke, or for streams of paint coming out a side. Or check to see if the air bunker is leaning a certain way. These are all signs that will give away a players position. If you have no signs...then always go around the right side. 90% of the world is Right handed so they will most likely be looking out their right side (your left).

Keep running: If it's the last guy left you just tooled then keep running. By instinct they will fire back before they call themselves out. So if you stand there gloating over your kill you'll prolly get one right to the pills, or worse, get called out on a mutual. So make sure your well out of his line of fire before you do your little dance.

Alone on the front lines: Alright, your alone, the last one on your team, and to make it even worse, your a front. You've had your head in the bunker all day and you have no clue where anyone is. First, calm down. Second, look for clues that won't expose you. My favorite is when I play a field with amature refs they will almost always stare at the player they are watching. So follow their eyes...Second, look for shadows, muzzle smoke or feet. Listen for shouts, gun firings, the works...use anything you can to get that information. Then prepare for the worst. Many people will try to simply bunker a front to end a game fast...well if your ready for them it's their mistake. Get back as far as you can from your bunker and go back on your knees, leaning back. It's uncomfortable but you now have a clean firing lane on both sides of your bunker. Someone comes to do you...well they won't be quite ready when they do see you, and that will be the last thing they see before their googles go green. Then snap away at your second target, but keep your ears open for anything that might signify more of his friends coming to follow suit.

The hang: Some events say that if a dead man hangs the flag then the team does not get the points. If this is the case make sure to have one of your teamates look you over before you hang. Do a spin, let him check you out (as long as you have time). If you don't then get two players to hang the flag together. This way if one of you is declared "Hit" the other one will have still hung the flag. But don't lose points waiting around. If your really pressed for time, just hang the thing and figure it out later.

Finishing a game is one of the toughest things to do. Your tired, your low on paint and air, and your down on bodies. So keeping your head and keeping in constant communication with your teamates can give you that fighting edge you need to make sure you can offer your opponent a towel to remember the event by, while you go pick up your trophy.
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Old June 12th, 12:12 AM   #11 (permalink)
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Move it or Lose It

Alright, it's been a while since my last article so I decided to throw one up. If anyone has any suggestions for more of these please, let me know what you guys would like to learn.

A few times a year I like to go to the local rec field and hang out. It's a lot of fun helping out the newbies and getting a chance to talk to their parents and such. But I see a constant problem when I play on the speedball fields. Most newer players do not move...not that they don't move enough, they don't move period.

Watch a pro game or a video and you will see players moving like speed demons from one place to another. This is because Paintball is a lot like pool. Where angles mean everything. When you start a game of paintball your both facing at each other, prolly with a ton of cover between you. This means that in order to hit each other you need to stick your body WAY out and shoot down the length of the field. Considering most fields have flat surfaces for bunkers (Excepts maybe cans on Sup Air) this means that someone who shoots across feild will have an open field day on you while you will never be able to see him. So let's go over the basics of a move:

Never go it alone: If you have teamates, use them. Call in fire to tuck in your opponents so that you can move safetly. It helps to have a good back player behind you so that the amount of space between you and his line of paint is very small. If your hearing bees of paint buzzing over your head as you run...that is a good back player. Before the game you should have walked the fields (Once again, can't stress that enough). So you should know what bunkers have the best shots at you when your trying to move. Get a back player or another front to lit him up, to get him to tuck in and give you a free walk to your next bunker.

Arm up: I tell this to every new player trying to play front, and I keep telling them. Whenever you move (fronts and backs included) put your arm up in front of your lenses (Not on top so it looks like a wipe, but about 6 inches in front). Why? Cause your arm can get a bounce about 50% of the time. Your lenses won't. Also, put your gun in your down field hand. Once again cause your body can take a bounce, your gun won't.

Running start: Now some people might think that you need to move the shortest distance possible to keep from getting hit. WRONG! Look at it this way. If you start to run from the outside of your bunker it will take you about 2 steps to gain momentum. By then your hit. Instead, stand back from your bunker a little bit and get those first two steps while your still behind cover. This way your at full speed before your opponent ever gets to shoot at you.

Listen and look: This is one time where your eyes are your number one tool. Before I make a move I do three things. First look at your back player, to let him know what your doing and to make sure he can assist you. Second, listen for any fire hitting your bunker meaning someone is trying to hit you. Third (AND MOST important) look where you are going and look for any lanes of paint you'll have to go through. All too often I watch agressive newbies go to the grave by running right threw two back players lanes.

Slide: Their fun, they look cool, and present a much smaller profile to your opponent. So why not?

Work the field: Ifthey have 3 guys in their back center and you have 2 you might think you have the disadvantage. Good, make them think that. If you can get the angles on them by hitting the Right and left 50 then they have no where to go, and can not come out of their bunker to shoot...not only that but they had better get thin REALLY fast to fit 3 people behind that bunker. It's all about getting Angles but it's important to get all the angles your team can get to work together.

Fear not the paint: Getting hit by a paintball hurts. But then again so does losing. Which will hurt more? That is your choice. But I can promise you that if you are not afraid to get hit, then you will be able to make twice as many moves as if you did fear the paint. The best players, move through streams and do whatever they need to do to get where they want to go. Why do you think the pro's get hit 10-20 times when they move? Cause they are moving through 2 or more lanes at one time. Sometimes they get lucky and get through. Other times they don't.


Where did he go george? How many of you once called yourself the "Sniper" of the team. Or liked to play in the woods and be the "Sniper"? Here is your chance. There is nothing more satisfing then making a move to another bunker and watching your old bunker get lit to pieces. Not only does it make them lose track of where you are, but when they see you again they will lose track of the count. Plus it just looks cool to one ball someone when they are looking the wrong way. So when you make a move wait before you pop back out. Listen, did they motice your move? Or is your old home now the target of attack? If you made the snake do you hear the frantic calls? Or are you about to lay the smack down on some very confused people? Always know your surroundings.

In short, the more you move the more you are exposed yes, but the more of your opponent you can expose and the more they will feel your wrath when it comes time for the paint to start flying.
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Old June 12th, 12:13 AM   #12 (permalink)
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Snap-Shooting

Well everyone, I leave for a little bit and you all forget how to play. Well I'm back to teach you guys how to be the killer of the field.

The other day I was hanging out with my team and this old guy was playing, he came off the field after one of my teamates had landed a happy one all over his googles. The man looked at me and said "That guy is quite good". My reply was, "He does a very nice snap shot", to which the man replied, "Son, I am here to play paintball, not talk about someone's camera skills."

The largest question I get on the field by newer players is "Just what is a snap shot? And how do you do it?" Well Let's look at this like we look at everything. From the begining of the game.

Before the Game: It's important to know the field rather well to be a good snapshot. Now many people can have a great snapshot without ever looking at the field, but it doesn't hurt to know where you can shoot and just what you can hit.

The concept: The Idea of paintball is to hit the toehr guy first. This is the exact basics of snap shooting. The idea is to come out of your bunker lightning fast. Shoot 1-3 balls and then shoot back into cover before your opponent has time to see you, aim and fire. Your "Snapping" out and "Shooting".

Get comfortable: You need to be ina position that you can move the fastest. Many people find that on their knees they can move ther upper body more quickly, giving them the edge they need. You need to find what position lets you come out and get back in the fastest.

One time snap: Make one snap without the intention of shooting. You need to look, and look fast. Don't bother looking for streams of paint or where your teamates are, all you need to worry about is one bunker, and one side of it. The side you see someone coming out of. When you snap back in keep a mental picture of what you say in your mind. In theory you need to look through your bunker at the world beyond it. Now take aim at where you last saw your opponent. Best bet says he wants to get you out, and if your transition between your looking snap and your shooting snap is fast enough he won't even be back in cover yet.

Aim and Let rip: Take aim at your opponent, then let your coiled spring go. Start shooting before you even clear your bunker. Yeah, its okay to shoot your own cover as you come out, that way by the time you are in the open you have a nice fat stream going. Get about 2-4 shots off and then get back to cover, FAST!!!

Greed Kills: Now the largest problem i see is when people get greedy. You see your opponent. You want to see if you hit him or not and watch your ball explode into a million bright gems of paint as it covers his face. Well that might make for a good ego trip, but when his own shots hit you in the face your trip will be short lived. You know you've made a good snap when you come out, shoot 2-4 rounds and get back to cover before the first one even reaches your opponent. And trust me, It's a much better feeling to pop back out to see a ref hauling him away to the bad boys box hearing him curse "There is no one there!"

Left hand, Right Hand: A very key aspect of any paintball players skill is his ability to use both his left and right hands equally. This is even moreso important in snap shooting, When every inch of you that is exposed makes for a worse chance at a kill. Work on beign able to pop out of both your left and right side, and be able to switch up gun hands quickly.

Snap the neck: Now all you back players are chewing your nails saying "Please Ghost...Please, stop telling them how to beat up on us"...have no fear. There is a way to counter the dreaded snap shot. All too often I see someone posting on a snapper waiting for him to come out so they can get a good shot at them...hate to tell you, NOT GONNA HAPPEN! You need to be 2 steps ahead of him, the he'll fall right into your trap. So keep a steady stream going past where his head will be coming out. Not when you see him...BEFORE you see him. And DO NOT get into a pattern. Shoot 3, wait 1, shoot 4, wait 2, shoot 1, wait 1, shoot 2, wait 1, ect...But be ready for him to come out as well. You keep these coming at him, chances he'll come out for his snap and will be met by the second ball of a stream to the grill. Once again fronts, it's a reason to learn to use both hands, so you can snap out of either side to prevent this.

The snap shot is the toughest skill to master, in reality it's a lot more feel then know how. It's a skill you'll pick up on as you play. It's called the sixth sence of paintball. Be one with the paint, feel the paint FLOW, may the paint be with you.....(Picks up yoda cane and walks off the field).
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Old June 12th, 12:13 AM   #13 (permalink)
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Bunkering

You are in that do or die spot. Someone just made the snake and you know if they live more then a few seconds more your team is sunk. It's time to do something daring, something desperate. Something completely stupid...it's time for the BUNKERING!!!!

For many fronts (and a few backs) bunkerings bring the most joy out of a game, and their dang good fun to watch too. But there is a right way and a wrong way to go about "tooling fools".

Identify the Threat: By making any sort of Bukering run you have almost a 50% chance of not making it out alive. So you need to know that the person your going to take is worth the loss of yourself. Sometimes it's a key bunker, sometimes its a game breaking move, whatever your reasons, if it's important enough to risk yourself then get ready to go.

Running start: Face it, when you leave the happy bunker that is your home your in the free kill zone, and I bet you the otehr team isn't going to just let you waltz to their buddy and give him a reminder to the head. So get a good running start. A good suggestion is to actually back away from your bunker so that you get those extra 2 steps before your in the Kill Zone.

Identify: Where is your target looking? Most peple have a pattern or a dominate side. Notice this. When in doubt, go to your right side as 90% of the world is right handed. Look for clouds of gas, tips of barrels, even feet to tell you where your target is facing. Go the other way...it seems like common sence, but I watch WAY too many Mutuals cause people just run into fire streams.

Code: Make sure your team has a code for bunkerings. At PSU we use "Lot 80", as it is a parking Lot that we all go to to meet before we play. It's a simple memory tag that you "Go to Lot 80", or you "Go to bunker somone". Screaming "Bunker the center 50" is not too suttle.

On the move: Lots of people say to do things like move when the wind blows, or to hold your pack. Personally unless your listening really well no one will pick up that stuff. Foot steps, or balls shaking in a pod. That is different. How so you ask? When you fill your pods sake them a little, reoppen them and drop in 3-4 more balls. This seals them in place and causes them to be silet. Also do not put back half filled pods. It's a dead give away even if you hold your pack. Also never shuffle your feet. Many people do so when they get nervous. It's a 100% notice for me to pop you in the googles. But moving with or without the wind is not going to cover someone shuffling their feet.

Wrap and Do them: Just how do you do the proper bunkering? Most people like to come straight at the bunker and wrap around it to tag the person in the back or pack. Some like a little distance between themselves and their target. While stillothers prefer to go over the top. Personally I like Sliding in on my knees as i get below their usual line of fire (if their in a stand up, the ost commonly bunkered position) and I'm ready to snap shoot the next guy. But a lot of it is what works for you. So be daring and try a few.

Clean up: What is the best bunkering move? The one you survive to keep playing with. So once your done tooling someone get back to cover, FAST. Best bet is his teamates will be itching to kill you. So you need to move like lighting behind something. It's a good idea to identify these secondary locations before you even make the run. You need to be thinking almost 2 steps ahead, so that when your done with your bunkering your already sending a stream at the next guy and have yourself well hidden.

Last words: The number one question is "When do I go?". This comes into trust and know-how. When my back player tells me to go "Lot 80 the right stand up" I am gone before he puts a period on the phrase. I know that even if I have to run througha stream of his paint there will be a gap and that I will have a safe run to my target. Also know what to listen for. If no balls are hitting your bunker, and nothing is flying by you. That means one thing. MOVE!!!! And keep moving till you start to get attention. If no one picks up on you, bunker them to remind them your here...then tool his buddies as well for getting sloppy.

In short a Bunkering is something that takes a good front player to pull off. Someone fast, silent, and has a brain half the size of a peanut. But if done right can force your opponent to lose a key location, and in the end win the game. and that's why we play isn't it?
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Old June 12th, 12:14 AM   #14 (permalink)
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Being a Captain

AHHHH!!!! WHAT?!?! You want me to lead a rag tag bunch of guys, to places all over the nation, deal with travel arrangements, internal fights, sponsorship, and late nights just to go shoot other people? YEP! Welcome to being a captain. Befre we start understand that there are two forms of captains. The Field Captain and the Off-Field Captain. This article is about the Off-Field Captain. Sometimes it's the same person as the On-Field captain, sometimes it's not. It's confusing but don't worry, Here are a few tips to keep your head above water:

Picking the captain: When your team picks a captain that person does not need to be the best player on the team. In fact sometimes it's better if they are not. That way the captain can deal with issues as they come up and not kill your game if he's talking to the head ref while your team is playing another game. Pick someone who has the free time to do the job and people will listen to.

Never be afraid to ask for help: You are the leader of a TEAM and team's need to help each other. If your teamates want to get to go to word cup, well they either have to go sweet talk mom and dad or they will have to work with you to lower costs, get support, and maybe fundraise. If your teamates are not willing to hep get to their own ends, then trust me. You will go no where.

Surround yourself with good advice: Be that a player you can look up to to ask questions, a good friend, or even your parents. Being a leader is never easy and it helps to have someone you can turn to to get the second opinion to make sure your making

So what is your role? What exactly does the captain do?

Set up events: Your duty is to find events that your team wants to compete in. Be they small local events, or large national events. Keep up to date on just what is going on and when events are. It helps to sit down before each season with your team and put all the hopeful events ont he table, then narrow it down to the ones you really can do. It doesnt hurt to pick one that is rather iffy. It gives you a goal to try to obtain.

Organize the roster/s: It is the sad duty of the captain to cut players who simply are not pulling their weight or who hurting the team. This is seldom a decision left solely on the captains shoulders as it should be a team decision.

Get support: The captain needs to try to be in touch with as many sponsors and supporters as possible. Sometimes this is just parents, sometimes it' companies. Whatever you use to try and cover your costs or just get you to the event needs to be tracked and taken care of by the captain. Tansportation to and from events can also fall under this role.

Media Rep: If you like to be in the spotlight then this is the part you'll love. When it comes time to have the reporters in your face only one voice can speak for the team. That voice should be the captain, who knows the most about the team, and knows what the plans are for the future. Also write up about your team from time to time and send them to magazines like APG. Every few months these magazines will be short articles and will pull yours up and add you in. Looks really good for sponsors.

Handle disputes: Paintball is an agressive, adrenaline driven sport. That means that no matter how much of a family you are you WILL have fights. Just learn to roll with the punches. The best advice I can give, learn to pick your battles. A captain can not afford to be in the middle of ever little issue that occurs, and when he is he needs to b the one with the cool head. Remember your team is watching you. Teams that fall apart usually do so when the leader stops thinking calmly and just jumps into the fight. Don't worry too much, people will iron out their differences, if only to make sure they get a seat on that plane going down to World Cup.

Being a leader is never easy. Being a captain can be very overwhelming. But trust me, there is no feeling in the world like watching all your hard work unfold into a golden trophy that your teamates insist sits on your lap on the way home....

Hop I covered what you were looking for Mr.Imagine
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Old June 12th, 12:15 AM   #15 (permalink)
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Sponsorship

Sponsorship", that word, that to paintball players means "Free Stuff". The end all goal of all paintball players. To play for free, or better yet to get paid to play. Unfortunatly the only way to get such a thing is to be the cream of the crop, and if you are, chances are you wouldn't be reading this article, but if your heart set on getting industry support for your game then here are a few helpful hints:

What is sponsorship?: Ever stop to wonder just why companies sponsor teams? It's most definatly not out of the kindness of their hearts, and chances are they could find better ways to make tax write offs. So why spend thousands of dollars on sponsorship? The answer is simple. Advertising. For a company to advertise in a paintball magazines it can cost $100,000 and more per advertisement. That really starts to eat up the profits. So what companies will do is heavily support a good team. If that team wins then that team gets into that same magazine for free, and guess who rides right along? So it's a "we help you, you help us relationship". So just how do you get into this?

Get noticed: No comapny is going to sponsor some new team that just formed and has yet to prove themselves. You may be the best thing since sliced bread but if no one knows of you, you can't sell yourselves. So compete. Go to big events, and most importantly, Do well. Chances are you won't do too well when you start, so play local events, try to get local sponsorship (a field or such) then move from there. Your much ore likely to get support if you say "I'm from team X" and the company already knows that team name.

Take what you get: You'll never get free stuff. It just doesn't happen. So bag those dreams for later and take what your given. Maybe a local store will give you 10% off. Hey that is still a few bucks cheaper, and it adds up. If you prov to be good advertising for the company thn you can go back later and ask to improve the deal. Generally what you will get in a sponsorship is reduced prices on whatever the company sells. That way the company can cover it's costs, and you get cheaper product. It works for both of you. You save money, and the business doesn't have to give any out of pocket. Getting cash as a sponsorship is almost unheard of unless you have a major supporter (IE a college, or large business)

Talk to your local field: The most common sponsorship is from your local field. You wouldn't know it but finding hard working, knowledgeable refs is very tough for field owners and they are usually more then happy to take on the extra help of a tournament team. The usual deal is that your team refs the field one day, and gets to use the field for free or a greatly reduced price. Or they simply get paid, which still helps out.

Make a portfolio: Make a nice looking advertisement of your team. A resume if you will. Include names, playing expereince, makers, and your teams history and accomplishments. Pictures are always nice to put in to. Slap a nice cover on it and take lots of copies with you whenever you go to large events.

Persist: Almost all companies will turn you down the first time. They get bombarded with sponsorship requests like no other. So do stuff that will make your name stand out. Get recognized, get magazine coverage for doinging something, and give them a new copy of your resume everytime you see them. Don't be rude, or over do it, just make sure they remember you and see that your willing to work for what you want.

NEVER COMPLAIN: Your not really in any position to make demands of a sponsor, at least I'd bet not. This is a business relationship and with all the requests for support by teams you can very easily find yourself without a sponsor and them picking up someone else. So keep your supporters happy. I've seen a lot of teams complain that they are not getting a good enough deal, and end up with no deal at all.

Sportsmanship: Remember that when you have a sponsorship you are representing a company. If you act up or do something bad the company you represent looks bad, and trust me, they don't like that. But the reverse is true. If your kind, helpful, and great to have around then people will see the companies that support you and have a higher opinion of them.

Out of Industry: Does your mom work for a office or do you know someone who has a business that would like to reach out? Sometimes local extablishments are the best places to look if your starting off small and looking to stay in local tournaments. Diners, returants, heck even the laundry mat likes to get inexpencive advertising, so don't over look them.

Sponsorship is a great goal to try to obtain, but never jump in assuming you'll get support. There are too many teams looking, and too few comapnies giving. So do something to stand out.
Just remember that sponsorship is a two way street that you have to earn. As the saying goes "There is no such thing as a free lunch". In this case "There is no such thing as free paint"
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Old June 13th, 07:04 PM   #16 (permalink)
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i only copied and pasted it. check out www.autocockerhq.com for the real author
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Old June 20th, 09:36 PM   #17 (permalink)
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New Player MUST READ Thread

Ok, this ani't mine, its PaintWizads, I thinks thats his name...Any way....

It was stickited before the attack , and I hapened to save it on my computer to give to friends to show their parents, again this is not mine!

If your parents think Paintball is a dangerous sport, LOOK HERE!

I have recently seen 3 threads in which people asked other forum members to help them convince their parents paintball was safe. I have, in an attempt to end all these threads, written this. Maybe some nice mod will come along and STICKY IT. (hint hint)
If for some reason this doesn't become a sticky, at least refer people to it if they are having trouble with their parents letting them play.


Have your parents read the stuff written below:

WHAT SHOOT AND GUN REALLY MEANS WHEN PLAYING PAINTBALL

Parents, I'm sure you are weary of letting your child play a sport where people "shoot" each other with "guns". Well, in this sport those two words have a different meaning.

"Shoot" - To mark an opposing player with a paintball that was shot from a paintball marker. (NOT KILL, MURDER, OR CAUSE EXTREME INJURY)

"Gun" - A paintball marker.
Has some same characteristics as gun used by police and such, because it uses things like a bolt to opperate, but is not used over 300 fps. (feet per second) When you are shooting a small gelatin ball filled with paint, the impact on the skin will leave no more than a bruise, and sometimes it doesn't even leave one.

Whenever I get shot, I feel a small amount of pain for about 1 minute, then I forget about it.


PAINTBALL DOESN'T CREATE VIOLENT TENDENCIES IN A PERSON

It actually does quite the opposite. Whenever I come home from the field I am busy chatting with my friends about the days adventure. Nothing makes me more HAPPY then playing paintball.


"ACCIDENTS HAPPEN, I DON'T WANT MY CHILD TO BE KILLED PLAYING BECAUSE OF A MISTAKE!"

Well, paintball has been played for over 20 years now, and for the record, there has never been a paintball related death ever. Parents can rest assured that their children are in safe hands.


PAINTBALL TEACHES TEAMWORK

In every other thing I do, there are always disputes over who does what, what to do next, who the leader is, etc. For some reason there is not of that in paintball. I am not telling a lie just to make the sport look good. For some reason there is just none of that in this sport. (or none that I have seen) After taking a brake from some small speedball games the other day I played some games in the woods where we had large teams. Players quicky chose plans of action and what to do, and about 14 guys, were ready to go in under a minute.


PAINTBALLERS ARE FRIENDLY

The only other sport I play on an actually team is soccer, but I attend many of my friends baseball, footbal, etc games and in all these sports I hear things such as foul language, insults, bad mouthing, etc. I also see people cheating all the time as well. In paintball, people are not like that. I don't know why, but it's true. A few weeks ago I went with a brand new marker that I wasn't familar with, and I was having problems with it. Anyone I asked was quick to help me and didn't complain or anything like that. Also some guys were gonna head out to the woods, but I wasn't ready due to the marker troubles. They all waited about 15 extra minutes for me while I got ready.


PAINTBALL IS FOR ALL AGES

Well, almost. Of course I dont expect to see a 5 year old out playing on a field. (but I do sometimes see them watching their older siblings play) I have seen people as young as eight or nine years old playing out on the field and if they got marked they didn't run off the field crying. They left and waited patiently for the next game to start.



Now for the most important part of the sport, SAFETY!

First I would like to show this link. http://www.f4og.com/safe.html

Now I know some people will say, "well the least amount of hurt people is in paintball because not as many people play the sport."
It is true that compared to other sports, paintball doesn't have a lot of people, but over 8 million people do play paintball. I would also like to point out where it says, "yearly injuries per 1000 participants" That means that in paintball, only 0.31 yearly injuries per 1000 participants are injured. See how that compares to some other sports?

People see bruises on paintballers and think the sport is too dangerous. NOTHING could be further from the truth. Paintballers have -

Paintball goggles, specially made to protect the entire face. I have been hit in the goggles many times and I never lost an eye, or got my face disfigured due to it.

Neck guards, made to protect one of the most sensitve areas of the body, and only cost about $10. Parents, I suggest you get your children of these before they play. It does hurt to get hit in the neck, but a simple neck guard can prevent that.

Gloves. Paintball gloves are made to protect your hands but still allow you to pull that trigger really fast.

Barrel plugs/socks, go over or into the end of your barrel so that in the case of an accidental misfire, no one gets hurt.

Safeties, like a normal firearm, are on paintball guns. Once the safety in engaged you can't pull the trigger far enough to fire the marker.

Paintball, like all sports, is a physical activity. Therefor one cannot expect to play for hours at a time and not be sore or get a few bruises.


Now, I'll end with this. I have played this sport for 3 years, starting at the age of 10, and I am currently playing more than ever at age 13. I, like most kids persuade my parents to let me play, and I'm glad I did. I love this sport so much. I think about it all day, but I still get good grades in school and stuff.

Ok, I hope this will help change some of those, anti-paintball parents.

~PaintWizard~<--He wrote it, not me!

I know I said I was done, but I thought it was nessesary to put this as well

The next stuff I copied from another post about this a saw a while back

BY: Durty Dan
Copyright © 2000, 2001, 2002 CPPA. All rights reserved.
Revised: April 11, 2002 .



"Paintball, like everything else, has its detractors. There are those who see paintball as a violent and politically incorrect past time. They couldn't be farther from the truth.

Many writers will tell you about what paintball is. I'm going to tell you what paintball ISN'T.

PAINTBALL ISN'T VIOLENT

To the casual observer: we carry "guns" and "shoot" people, but are those two things really violent? Violence in today's society destroys lives. The very foundational rules of paintball seeks to limit personal injury:

Paintball markers are restricted to low velocities.

Players must wear protective eye wear. The use of eye wear SPECIFICALLY DESIGNED FOR PAINTBALL, is strictly enforced.

Close range shooting of an opponent is discouraged and players find this type of behavior "bad form".

No physical contact between player is allowed. (Other than celebratory "high fives" after the successful completion of a game.)

These four things show that paintballers are not out to hurt each other.

PAINTBALL ISN'T MOCK WAR, NOR IS IT A METAPHOR FOR WAR

At first glance it may not seem this way because scenario games, revolving around historic battles and campaigns, are popular. This is not the industry's or players' way of glorifying war. It is simply playing "make believe". Many of the organizers of these events use the scenario to proclaim the gallantry shown by our fighting men and women. No one who plays paintball would relish going to war. Other than the combat veteran, the paintballer knows how quickly your luck will run out when projectiles start flying. If anything, paintball gives you a sense of your own venerability and mortality.

Durty Dan Sez:

Having witnessed the sheer, abject destruction on the modern battlefield, I know that paintball is as close to war as board gaming is.

PAINTBALL IS NOT BAD FOR KIDS

Providing the safety equipment fit them properly, I have nothing against people under the "legal age of consent" playing paintball. (With parental permission, that is.) In fact, paintball just may teach kids some important life skills. Winning doesn't matter, race/creed/age/religion doesn't matter, respect for authority, safety, and determined effort brings reward. Best of all, it teaches them to see a loss, not as failure, but as a learning experience.

PAINTBALL IS NOT DANGEROUS

The safety equipment is designed to withstand multiple impacts from paintballs that are traveling far above the industry safe standard. (In other words they hold up over and about the "worst case scenario" like all safety equipment should.) Few people have been injured playing paintball. Accident statistics show that paintball has less injuries than bowling!

PAINTBALL ISN'T TRAINING PEOPLE FOR THE OVERTHROW OF THE GOVERNMENT

We're not a bunch of paramilitary commandos. We are not using paintball to train ourselves in military tactics. In fact, military tactics don't seem to work in paintball. The reason is that military tactics require a highly disciplined group of people, that's not paintballers. We are a large collection of fierce individualists, and we don't take orders very well.
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Old June 20th, 09:37 PM   #18 (permalink)
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Durty Dan Sez:

Some would point out that paintball is used to train military and special police units, to counter this statement. Well, it doesn't counter what I just said. Paintball is used as an AUGMENTATION to EXISTING training. Paintball in itself cannot train you to be a soldier, but it can be used to further expand a TRAINED soldier's education.

PAINTBALL ISN'T TRAINING PEOPLE TO KILL, NOR DOES IT MAKE PEOPLE "GET USED TO" SHOOTING SOMEONE

It's only a game. Shooting someone is more representative of a tag. Besides paintball is the ONLY team sport where you can LEGALLY eliminate your opponent from play. Best of all no one gets hurt.

Durty Dan Sez:

However, I'm not going to sugar coat it for you, some players do refer to eliminations as "kills". It's just an E X P R E S S I O N. Comedians "kill" you, that can hardly be a metaphor for murder. The basic thing is that paintballers are NOT thinking, "I'm killing this guy," when they shoot somebody.

PAINTBALL DOES NOT PROMOTE VIOLENT TENDENCIES IN PEOPLE

In fact, psychologists have seen it to be a catharsis. It is a safe and healthy way to blow off some of the everyday tensions in life. Violent tendencies? I have absolutely NO tendencies towards ANYTHING after a day of paintball. Well, no that's wrong. I actually have tendencies towards a hot bath and a warm bed!

PAINTBALL ISN'T TEACHING PEOPLE HOW TO USE FIREARMS

Paintball markers share the same basic features with firearms. Both markers and firearms have triggers, grips, barrels, sears, bolts, hammers and sights. However, you cannot learn how to use real firearms by using paint markers. Think of it this way, how much can you learn about a computer by using a pocket calculator? There are paint markers which emulate the weight, design and operation of firearms, but they are specifically designed for police and military training.

They are not available to the general paintball playing public. The ones that are available have been modified to better suit paintball. The design parameters between paintball and training are totally different. What would be good for a tactical training emulator isn't necessarily good, or even desired, in a paint marker.

I hope, after reading this, that you can see that paintball is a harmless and fun game. Over one million people in North America play paintball. Not one of them is a violent, warmongering, psychotic mass murderer. Paintball has been around since 1981 and no one has been able to link violent crime DIRECTLY AS A RESULT OF PLAYING PAINTBALL. Why? Because there is no direct relation.

Durty Dan Sez:

They are not available to the general paintball playing public. The ones that are available have been modified to better suit paintball. The design parameters between paintball and training are totally different. What would be good for a tactical training emulator isn't necessarily good, or even desired, in a paint marker.

I hope, after reading this, that you can see that paintball is a harmless and fun game. Over one million people in North America play paintball. Not one of them is a violent, warmongering, psychotic mass murderer. Paintball has been around since 1981 and no one has been able to link violent crime DIRECTLY AS A RESULT OF PLAYING PAINTBALL. Why? Because there is no direct relation

Play hard! Play fast! Play safe!"

NEISS - The National Injury Information Clearinghouse of
the U. S. Consumer Product Safety Commission in Washington D. C.
has provided injury estimates through use of the National Electronic Injury
Surveillance System.

In the number of estimated injuries per 1,000 participants,
paintball had the LEAST NUMBER OF INJURIES of all the listed sports.
The number of injuries for paintball is less by far than bowling, tennis, archery,
basketball, and many other sports.

The government report warns: "CAUTION. NEISS data and estimates
are based on injuries treated in hospital emergency rooms that patients say are
related to products. Therefore it is incorrect, when using NEISS data, to say the
injuries were caused by the product." That means that the paintball total injuries include all types of injuries, and would include sprained ankles, cuts, heat exhaustion, etc., on and off the playing field, at organized play sites or otherwise,
as well as any eye injuries. The estimated figures are calculated using data from
a sample of hospitals in the U. S. and its territories. (APG JAN. 2001)



Sports Injuries Report



SPORT Yearly injuries per 1000 Participants

Water Skiing 260.84
Lacrosse 223.79
Wrestling 36.46
Rugby 31.21
Football 30.17
Baseball 28.42
Hockey 21.92
Basketball 19.76
Soccer 12.59
Boxing 11.34
Bicycle Riding 11.71
Gymnastics 10.49
Volleyball 4.03
Ice Skating 3.83
Snowmobiling 3.52
Snow Skiing 2.99
Racquetball 2.77
Tennis 2.77
Handball 1.92
Fishing 1.43
Swimming 1.34
Golf 1.22
Archery 0.85
Boating 0.75
Bowling 0.47
Paintball 0.24

Other injuries


LOCATION Yearly injuries per 1000 Persons
Home 93
Work Place 66
Moving Vehicles 22
Street 19

There you have it! I hope this helps!
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Old June 21st, 08:11 AM   #19 (permalink)
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The July 2004 issue of Action Pusuit Games, page 112, has an article on safty titled Even Math Can Lie, written be the Mad Goggler.

In it he discusses an article in the January 2004 isue of Pediactric written by a Dr. David A. Listman. Listman states thay eye injuries are on the rise, up from 926 to 2780. He also asks pediatric doctors to lobby for paintball restrictions, specifically to minors.

The Mad Goggler continues on to ponit out that Dr. Listman figure omit some important information.

Using a NEISS report, between 1997 and 2000 181 paintball related eye injuries were seen in the ER.

Mad Goggler then uses the 1999 estimate of 8 million peolpe playing paint ball and comes up with a figure of 0.0023% of players getting eye injuries. After useing Mt Everest as a height comaprison (0.0023% of Mt Everest is only 7 inches btw) he points out that not all the injuries are from the GAME. More come from paintball vandals. Those injured are people walking down the street.

Now that got me thinking. I wonder how many baseball related injuries are seen in the ER? Think about it. How many people are beaten up with baseball bats?

Get the magazine, or a copy of the article. Every scrap of info will help you.
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Old June 26th, 04:31 PM   #20 (permalink)
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Post What gun to get and other info

Lately ive been getting on the new player forum and it seems like every other thread is asking what gun to get, well I'm getting sick of it, hopefully this will clear some things up.


PLANNING ON PLAYING WOODS AND HAVE UNDER 200$

--A good gun to get for woods playing is Tippmans, tippmans are very reliable,durable, and upgradable, alot of people recommend them to beginners.The Tippman 98 Custom is the entry level, fully customizable marker. The main feature is the ease of customizing the marker. The tippman 98 custom combines all the great features of the Model 98 with the ability to accept The Flatline Barrel System, The Response Trigger System, the E-Bolt Electric System and the Comp-Air Low Pressure System. All of these Tippmann systems can be installed with same tools that you use to disassemble the marker. I am sure the 98 Custom is the most customizable marker you can buy.
--If you'r not interested with a tippman then a good starter gun is a spyder.Some spyders are only semi automatic and some are electro,which means that they have 4 kinds of fire. If you get a spyder then get an e hopper,a 12 volt revvy with x board is good.
--Brass eagle is another low end gun, you can find brass eagle guns for under 100$.Brass Eagle offers the Afterburner semi-automatic paintball marker for 2003. The Afterburner is the third entry in Brass Eagle's Aegis Series of tournament and field grade markers designed for high performance and durability.


PLANNING ON PLAYING WOODS HAVE BETWEEN 200$ AND 500$

--Another gun is one of the higher end tippman guns like a Tippman A-5.The Tippmann A-5 is a high performance paintball marker with the patented Cyclone Feed System. The Cyclone Feed System Links the feeder sprocket to the air system. The faster you shoot, the faster the Tippmann A-5 feeds. Pull the trigger 15 times a second, and the Tippmann A-5 feeds 15 balls per second. The Tippmann A-5 is also easy to clean and maintain with its no tool field strip feature. Innovative technology, maximum firepower, unsurpassed accuracy and Tippmann durability are the core foundations of the Tippmann A-5.
--A highly popular gun is an autococker, autocockers are extremely accurate and very upgradable.The Autococker has historically been one of the most accurate guns in the business, and the 2003 model is no exception. This marker will work on CO2 or N2, but you will need an anti-siphon tank to properly use CO2.




PLANNING ON PLAYING SPEEDBALL,HYPERBALL,X BALL, OR AIRBALL AND HAVE UNDER 200$

--A good gun for beginners and most recommended for these fields is a spyder, any kind of spyder is good.A spyder imagine is around 180$, the 180$ spyder imagine is a package. It will also come with everything you need. But remember if you get a spyder you will need to get an e hopper.
--Next BKO's, BKO's are fast and affordable guns.The BKO is a quality marking instrument specially designed to meet the needs of the professional style tournament player.They go for around 350$.


PLANNING ON PLAYIN SPEEDBALL,HYPERBALL,X BALL, OR AIRBALL AND HAVE OVER 200$ TO SPEND

--For just over 200$ you could get a spyder electra or electra dx. Those two guns are pretty much the same so I sugest getting a spyder electra.You could also get a spyder imagine, but that is 180$.Maintnance for spyders is easy as cake.
--An autococker is good for these fields too,autocockers can be upgraded alot to fit the needs of the field that you are playing on.Autocockers are around 300$ to 500$.People say that autocockers are harder to clean and maintain than they really are.One bad thing about autocockers without e triggers is you have to learn how to not shortstroke it(shortstroking is when you don't pull the trigger far enough back and it doesn't shoot so it just sits in the barrel and the next shot you fire that is good chops in the barrel).
--For an autococker with an etrigger is any where from 550$ to 1200$ for an e blade.E blades are alot faster and still really accurarte.
--Impulses are very fast and fairly accurate.They are very common among pro players. They are priced around 425$ to 1000$ depending on the kind you get. Impulses are one of those guns that when you put an upgrade on it it effects and helps you alot.
--Shockers are fast and accurate, the best gun to compare a shocker to is an impulse since they are both made by Smart Parts.The price for a shocker is between 700$ and 1200$.
--And the Bob Long Intimidator, timmys, as they are known, are very fast,very light, these guns can shoot over 25 bps(balls per second).these are very good guns.
--The T.E.S,t.e.s means tactical electronic sniper.T.E.S's go for around 325$.They shoot 20 bps(provided that you have the correct hopper).And these guns have alot of features.These guns have an eyes also,eyes are things in the gun that shoots lasers to determine if their is a ball in the chamber or not.One bad thing is that sometimes you can't use black shelled paint because the eye doent't detect it.
--And last but certainly not least a matrix. Matrixes are very good guns, the new Diablo matrix is around 800$.The rate of fire is adjustable(stock) of up to 16 bps,and its got upgradeable ROF Bolt Kits with new chips, max about 22 BPS.For its accuracy its got little or no recoil, dual ball detents for ball centering, and it's comparable to autococker .And for its consistancy runs very well, cleanly on hydrogen/compressed air.And for ball chopping if if front LPR installed, ball chopping is practically eliminated with upgrades you mat get.



WHAT HOPPERS TO GET

--With all the guns you might want to know what hoppers to get,well if you are going to get a spyder the 12 volt revvy with x board is a decent hopper.Feed rate for the 12 volt revvy w x board is Up to 13 balls per second.
--If you get an angel you will have to spend another 119$ because the only thing that can keep up with the newest angels are halo bs'.Halo bs' are the fastest hoppers out there.
--For autocockers or eblades you should get an egg evolution II.Feed rate of the egg is up to 17 balls per second.
--To people that see a vl quantum, it doesn't feed very fast
--The Ricochet Apache is the lightest of all the super fast loaders weighing in at only 16oz with batteries.Capacity of a ricochet is 190 paintballs and is rated 17-19 balls per second.



WHAT REGULATORS,NITROGEN,ELECTRONIC HOPPERS,EXPASION CHAMBERS,ANTI SIPHONS,AND ON OFF SWITCHES DO

--Regulators=Regulators simply regulate the amount of air you shoot so your gun is more consistant,thus you won't chop the ball as much.
--Nitrogen=Nitrogen is an air tank instead of co2,it cost more to buy a nitrogen tank and to get nitrogen tanks filled but it is worth it, nitrogen does not have any liquid in it, so your shooting(like with a regulator) is more consistant,if you are sceptical about getting a nitrogen tank don't be, it is worth it.
--Electronic Hoppers=These are hoppers that feed the paintballs into your marker/gun faster, some can feed only 9 bps and some more expensive ones can feed over 25 bps.
--Expansion Chamber=This is a part on most low end guns, all expansion chambers do is remove some of the liquid from co2 and provide you with a handle for your gun. Regulators take the place of expansion chambers on some guns
--Anti Siphon=Anti siphon is a small little tube that you can get put in to your co2 tank to remove some of the liquid from the co2 and turn it into gas to make your gun slightly more consistant.
--On Off Switch=This is just a switch you can have put on where your tank screws into the gun so you dont have to take your tank off and on you can just shut the air off.


PLAYER POSITIONS AND THEIR GUNS

--Back Man=The back player is the person that watches over the whole field and yells too his teamate when someone moves and he gives cover to his teamates also.A backman's gun should allways be fast, examples are impulses,angels,shockers,e blades,matrixes,some t.e.s es,and a fast electric spyder.A bad thing about being a back man on a team is that sometimes if something wrong happens in a game like not enough cover or something like that the backman gets blamed.
--Middle Man=The middle mans job is also to give some cover,but middle men are mainly meant to get players on the oppisite team eliminated.Middle men's guns can be really whatever they choose,it could be something like an autococker to an impulse to an angel.
--Front Man=A front mans job is mainly to get eleiminations.Frontmen are the people who run up and bunker people and also the people that just get as close to the other team to shoot them as they can.A front mans gun needs to be more accurate than it needs to be fast.Maybe something like an autococker,or a high end Tippman, or just some other really accurate gun.



SIGHTS SCOPES AND LASERS

--Sight Rail=These allow the mounting of a sighting system to a paintgun.
--Sight Rail Raised= A sight rail that is raised up off the body of the gun. The purpose for this is to allow the shooter a better field of view.
--Sight,Red Dot(laser)=A optical sighting device powered by a battery that produces a red dot reticle. Red dot sights do not project a dot on target.
--Sight RingsAdapters to mount your sight to the sight rail. (Note:. Different rings are required to mount different sights to different guns.)




I hope this thread all new players out there,so to all new playersgood luck in future paintball games.

Last edited by paintballjunk12 : June 28th at 11:16 AM.
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