A paintball marker or paintball gun is the primary device used in the game of paintball to mark an opposing player with paint. It uses a rapidly expanding gas (usually CO2 or Air) to force a paintball through a barrel with a muzzle velocity of approximately 300 ft/s (100 m/s). This velocity is sufficient for most paintballs to break upon impact, but not fast enough to cause tissue damage beyond mild bruising. Nearly every commercial field has, and strictly enforces, a rule limiting the muzzle velocity of a paintball to 300 ft/s or less. Because being hit in an eye by a paintball can result in permanent blindness or visual impairment, it is important that players always wear proper eye and face protection when around a paintball marker and nearly every commercial paintball field has, and strictly enforces, a rule requiring certified eye and face protection while on the field.
A marker consists of four main components. These are:
The vast majority of modern paintball markers have the previous components. There is, however, a strong following of stock-class players who use markers with a purposely low rate of fire and ammo capacity. Stock-class guns are usually pump-action paintball guns powered by either 12-gram CO2 cartridges or small CO2 tanks. Also note the trend in using the term "marker" instead of "gun." This term came from the markers original use, which was to mark trees and wandering cattle. Some hardcore woodsballers, however, scoff at the term "marker". Markers were designed so that farmers and foresters could more convienently mark trees and cattle, such as from moving vehicles and across rivers.
=Hopper= Hoppers, also known as loaders, hold paintballs for the marker to fire. There are many different variations, but the primary feed methods are gravity, agitating, and force-feed. While agitating and force-feed hoppers result in a higher possible rate of fire, they may fail. The most common causes of malfunction are dead batteries and contact with moisture. The form of hoppers seen in the tippman A-5's is the cyclone feed, which does not require batteries as it just uses the CO2 or nitrogen from the tank. When the trigger is pulled the feeder rotates internally and loads a ball into the breech as soon as the bolt clears. The design is surprisingly efficient; the marker is more efficient than many electronic markers that do not utilize blowback valves or pneumatic loaders. The cyclone is now available as an upgrade from Tippmann 98 Customs as well.
Subcategory: feed tube or stick feed. Primarily used on pump and stock class paintball markers but may be used on others as well; these tubes usually hold 10-20 paintballs but may hold more or less. Usually a stick feed is parallel to the barrel and requires the user to tip or rock the marker forward OR backwards, depending on the configuration, to load the next paintaball. A stick feed MAY be vertical or on an incline relative to the barrel to facilitate gravity feeding the paintballs but this contravenes accepted stock- class guidelines.
Gravity loaders are basic hoppers located on the middle end of the marker. They are composed of a 90 degree angle feed that flows perpendicular to the marker. The tippmann marker is composed of a 45 degree angle feed resulting in many less shots per second fired.
NOTE: The Tippmann A-5 does not necessarily use an agitating hopper. It uses a hybrid system consisting of a set of star shaped paddles as part of a force feed system built into the gun, which runs off of the excess gas from each shot, driving the paddles and force feeding the next round into the breech in sync with the bolt to virtually eliminate the problem of chopped or misloaded paintballs. The upper part of the hopper gravity feeds into an extra wide housing which holds the paddles. The gravity feed into the paddle/loading area is the reason it is a hybrid loading system. This form of inserting a paintball into the chamber is extremely effective, and Tippman has used it to make the best woodsball paintgun in the world, arguably.
Some also include other features, which may include information about how many balls are remaining in your hopper, or how many balls per second you can shoot. There are also clips similar to ones used on guns; these are more expensive, gun specific, and may hold fewer balls.
Another type of force-feed hopper is called the q-loader. This 'clip style' loader can hold up to one hundred rounds at a time and can unload them very quickly, allowing thirty-five balls per second. As a forced hopper, it allows the player to shoot with the marker upside down, sideways or from any other position. Unlike many other clip-based hoppers, it is not marker-specific.
=Tank= The tank holds a compressed gas used to accelerate the paintballs through the marker barrel. The tank is usually filled with liquid CO2 or compressed air. High Pressure Air (HPA) is also known as nitro, because nitrogen is the main component of air. HPA or nitro tanks are now the standard for almost all but occasional players.
A CO2 tank stores the gas in the tank as a liquid and when it is released must boil into a gas before it can be used. This process leads to some commonly known problems such as inconsistent velocity and freezing. It especially has problems in cold weather which makes the boiling process slow down and increases the chance for liquid CO2 to get inside the marker and damage some part of it. CO2 tanks are measured in terms of the amount of liquid it can store (in Ounces). High Pressure Air (HPA) is stored in the tank as a gas, so the problems of CO2 needing to boil are not an issue. HPA uses a regulator to control the pressure that is released resulting in a consistent velocity. HPA tanks have two measurements: PSI and In3.
Stock Class paintball markers must be fed using 12g CO2 cartridges.
HPA tanks are more expensive, but the reason that they are so widely used is that air is very consistent, is very easy on the gun itself, and air is more reliable. For any serious paintballer air is practically a necessity.
=Barrels=
It should be noted that excess porting can vastly decrease a marker's gas efficiency since the porting will allow the propellant to escape easily, and thus porting in a barrel reduces its effective length to the section without ports. For example, if a 16 inch barrel has porting that starts 6 inches past the threads then it has an effective barrel length of 6 inches. At that point, the ball has to travel the other 10 inches on its own momentum. As the friction within the barrel is not insignificant, overcoming this necessitates releasing a larger burst of gas, decreasing efficiency.
Barrels are manufactured in three types: one piece, two piece, and three piece. The type of barrel is usually irrelevant because the quality of the barrel has a much greater impact on accuracy.
The Apex barrel, manufactured by Ben Tippmann Paintball Design also imparts spin to the ball. Unlike the flatline barrel, however, the Apex can impart spin at any degree and at several magnitudes. It's possible to impart back, top, or sidespin. This allows balls to arc around some obstacles, or have them drop over bunkers. The magnitude of spin can also be varied, allowing for a gentle curve or a sudden hook. It is available with threads for most markers.
Another Exotic barrel is the all Carbon fiber barrel by Stiffi. The specially molded carbon fiber barrel has the advantage over standard barrels in that it does not expand or contract with temperature changes, it has a much quieter sound signature than metal barrels, and the inner surface is, for the most part, superior in consistency and smoothness, thereby cutting down on barrel breaks, gas inefficiency, and wild shots
=Firing Modes=
While against competition rules, ramping can be difficult to detect, both because it may not be consistent, or easily observable by a human. Ramping modes can also be hidden in the software, such that a marker will fire in legal semi-auto mode when being tested, but in an illegal ramping mode by the player. To counter the problems with enforcing semi-auto rules, some leagues have begun allowing a specific ramping mode. The rule specifies a minimum time between shots of 66 milliseconds (approx. 15 shots per second), and that no more than one shot may be fired for the first three trigger pulls. The rate of fire is enforced using a device called a PACT Timer, a standard firearms timing device that measures the time between shots.
=Stock Class= Stock Class is a set of commonly agreed upon but unofficial rules for paintball markers. The marker must have a horizontal paintball feed, which means that the marker must be tilted (rocked) forward or backward to feed the next shot. The marker may not be semi-automatic, which means that it requires pumping or cocking prior to each shot being fired (in other words "rock and cock"). The marker must be powered by a single 12 gram powerlet, which limits the amount of shots to 15-30 depending on the efficiency of the marker. The marker may only hold a maximum of 20 paintballs in it. The marker may not have porting on the barrel (porting is putting holes in the end of the barrel for decreasing the sound of firing). Auto-trigger markers are also not acceptable (able to shoot paintballs by holding trigger down and only actuating the pump). This rule is often overlooked as auto-triggering is almost impossible with a horizontal feed tube. The marker must also not be in a configuration that allows paintballs to be stacked over the bolt within the feedtube, necessitating the need to "rock & cock" to load the next paintball.
Very few fields or tournaments require full stock class compliance and instead use what is commonly called "Modified Stock Class" rules. These rules usually allow constant air (CO2 or high pressure air) instead of 12 grams, feed tubes that hold more than 20 paintballs (horizontal or inclined) or even hoppers, and allow porting on the barrel since porting was found to have a positive effect on the accuracy of the paintball. Different fields can allow or not allow rules as they see fit.
Arguably the most popular stock class marker is the Phantom made by CCI, and can been seen here.
=See also=
=External links=
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