Special Ops Paintball: 2008 SPPL What did you like? - Special Ops Paintball

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2008 SPPL What did you like? 2009 What would you like to see different? Rate Topic: ***** 1 Votes

#16 User is offline   Applegoat 

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Posted 27 October 2008 - 06:49 PM

Hey there!

Bearclaw was my first SPPL event and I thoroughly enjoyed myself. There is not much I would change. The reffing was great, the sportsmanship was great, and the venue was outstanding. Ill definitely be attending again whether there are changes or not.

Some things I saw that could make it even more outstanding:

*Not playing back to back games....:-) We had four games in one day and started that day with 2 back to back before the playoffs....I couldnt feel my legs....

*Having to rechrono before the second half - it was always close to switch sides and then have to rechrono - would have made it so much more switch-friendly.

*More vendors so we can shop between games. :-)

*You could replace the RPG with instructions to a 'second-tier' objective. i.e. if you get the old rpg box, it could have instructions to another box with the code to open the lock (so if the other team stumbles upon it, since they dont have the code, they cant get the points). It makes you have to control both boxes to get the bonus points.

*The hopper thing - Id remove the restriction and make the penalty stiff enough, that if you get caught, you lose the game kinda thing. Having an agitated hopper and the occasional 'skip' that comes with them cost me two kills as I tried to paint lanes that someone was running thru. I see both sides of it though.

*Players lounge (kinda depends on the field though)

*Having a charity event after the first day that is a little more serious than the pistol tourney that we had at BC. We could have had a 3man x-ballish tourney real quick on that field that would have been fun (the non-working pistols just got comical after a while).

The one thing that I beg you not to change is to please keep listening! At BC, the refs were great to listen to the players with open minds and you also seem to be open-minded as well to listen to the players. That will guarantee you success for many years.

Thanks for asking,
Mark
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#17 User is offline   Schloob 

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Posted 12 November 2008 - 11:46 AM

View PostMURPH, on Oct 21 2008, 08:36 PM, said:

I think the 10 points per objective seems to be right on the money. Last year they were worth 30 points a piece....even if you dominated the other team all it took was for them to pick up a couple of objectives and it changes the whole outlook of the game. Scores were much closer this year...the games was more based on skill, strategies ect instead of tripping over objectives. That being said some of the refs were very creative in hiding objectives at the finals...stuffed inside of skids that were upright, i never would have looked there.

The other thing i truly like about this league is the sportsmanship and the award that goes along side of it. So many teams work hard at this and to many means more then placing 1st in their division. The way we decide the most deserving team could use some tweaking.......17 teams at the finals and i'm sure many never had the opportunity (or just didn't) vote or put down a comment. I like the comment thing but we didn't even have time to read any. Just a shot in the dark but what about having:

2 votes per team with a comment why
1 vote from each reff with a comment why
then post up votes and comments so everybody can see why that team earned the sportsmanship award.



Sorry I have been absent from the forums for the past few weeks, but I am now trying to get caught up. You have all made great suggestions and comments which I appreciate; thank you.

I could address each one of these but it would take way too long but please know that I will take them all into consideration.
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#18 User is offline   the hittmann 

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Posted 28 November 2008 - 05:49 PM

I think the hopper restriction should be lifted. You could still keep the rate of fire the same, I mean the psp has there rof at 13.3 and they keep it under control while letting players use any type of hopper, you could have a ref check and make sure guns with high rof capibilities are locked at the rof. Just a thought, because it has been a pain for alot of people.
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#19 User is offline   Krazy8 

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Posted 02 December 2008 - 01:05 AM

Ok Hitmann...you just volunteered to check all the guns at an event for tourney locks. There are only 16 teams at the Oregon event...you should not be too busy checking every gun before everygame. Some of us carry two or three guns into each game. Should only be around 230 guns or so the first day...less on Sunday.

I think you get my pont though. The logistics of the SPPL and policing tourney locks or trying to make sure all the players are not breaking the BPS limits are just too vast. The hopper rule fixes the need. If the hopper does not feed over 15...the gun will not fire over 15. Problem solved.
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#20 User is offline   Lament 

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Posted 02 December 2008 - 11:12 AM

View PostKrazy8, on Dec 2 2008, 12:05 AM, said:

Ok Hitmann...you just volunteered to check all the guns at an event for tourney locks. There are only 16 teams at the Oregon event...you should not be too busy checking every gun before everygame. Some of us carry two or three guns into each game. Should only be around 230 guns or so the first day...less on Sunday.

I think you get my pont though. The logistics of the SPPL and policing tourney locks or trying to make sure all the players are not breaking the BPS limits are just too vast. The hopper rule fixes the need. If the hopper does not feed over 15...the gun will not fire over 15. Problem solved.

Oh, and Krazy, don't forget that people bring tools with them, in case they need to work on a marker while in the dead box. So I guess that he has to check each marker going onto the field, at each insert and half time as well. :laugh:


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#21 User is offline   whiskeyfoy 

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Posted 03 December 2008 - 09:51 AM

I will have to agree with the Ref's. I personally don't have a problem with the Hopper rule, and in all honesty I use my SPPL legal hopper at most fields I go to and my B2 kinda just collects dust as most a lot of fields have similar restrictions on ROF. The only pain is for the new teams that join they have that small up front cost of having to buy another hopper but its really a small cost to play.
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#22 User is offline   secure 

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Posted 03 December 2008 - 10:50 AM

Actually Krazy, no one would have to check any marker to lift the hopper restrictions.. all someone would have to do is shell out 4 grand per unit for handheld, accurate ROF/FPS chronographs for the reffs. You know, the remote kind that you can point at someone 50 feet away and get an accurate reading.
Ok, in all seriousness, instead of having the league remove the hopper restrictions, why not petition the companies that make hoppers and get them to manufacture one capped at 15bps? Right now we are the ONLY major tournament league that runs at a 15bps cap, so why does ANY player need a hopper that feeds faster than 15 bps?
Another thought would be to lower the bps cap to a level low enough that it would be insanely obvious when someone was shooting over it, say 10bps... use what hopper you want at that point, but we'll catch you quick! :)
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#23 User is offline   Lament 

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Posted 03 December 2008 - 10:55 AM

But why should the SPPL lower the ROF? I mean, 15 BPS is totally workable. I don't see any reason to lower it, but I can see removing the hopper restriction. I won't go around campaigning to have it removed, but if it is removed, then I won't be fighting to have it reinstated.


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#24 User is offline   SplatShack 

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Posted 03 December 2008 - 07:20 PM

The PSP currently has a bps limit of 13bps. I have no problems with the rate of fire being 15bps but do not think it should be any higher. I think the SPPL should keep the ROF somewhere between 12-15bps. The problem is most of the loaders produced feed faster than 15bps. With Ricochet closing up shop their loaders (Ricochet, Triumph, & Fasta) will become harder to find. It would be nice to see Tippmann or Smart Parts come out with a 15bps loader of their own for this league. The good news is Kee Action Sports is still producing two decent loaders. The Invert Reloader II and the Extreme Rage Overdrive loader. This has been an interesting argument because there are great points made for both sides of it. Good luck to the SPPL staff as you continue to work through the loader rule. Jason - FTF
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#25 User is offline   Warchild71 

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Posted 03 December 2008 - 07:39 PM

I agree 12-15bps is sufficient IMO. The league does however need to be ready for the possibility, that hoppers rated 15bps and less might cease to be produced in the near future. Either they need to figure out a way to allow faster hoppers and tech gear efficiently or work with the industry to keep SPPL compliant hoppers in production.

This post has been edited by Warchild71: 03 December 2008 - 07:40 PM

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#26 User is offline   MURPH 

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Posted 03 December 2008 - 11:16 PM

i vote gravity fed hoppers. There cheap and always avaiable....oh and they keep the rof down.....we all win
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#27 User is offline   Lomarandil 

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Posted 03 December 2008 - 11:36 PM

Cmon.. stickfeeds!

Aw.. anybody?

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#28 User is offline   whiskeyfoy 

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Posted 05 December 2008 - 09:19 AM

Worst Case we could make it Uncapped Semi? Would stink but would be pretty easy to enforce. Again thats when/if there is no 15bps or slower hopper available.
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#29 User is offline   Danger Dan 

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Posted 05 December 2008 - 11:48 AM

I HATE THE HOPPER DEBATE!!!

But,


You could take a different approach and limit the paint based on the divisions.

Rookie gets 10000 rounds per game

Masters gets 15000 rounds per game

Elite gets uncapped rounds per game

when you check in to a game the reff counts all the pods and hoppers and totals the paint count. No need for any rate of fire cap. It will police itself and keep the cost down for Rookie and Master teams. It allso makes it so that in those divisions one team cant out spend the other to gain a win.
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#30 User is offline   Lament 

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Posted 05 December 2008 - 02:11 PM

View PostDanger Dan, on Dec 5 2008, 10:48 AM, said:

I HATE THE HOPPER DEBATE!!!

But,


You could take a different approach and limit the paint based on the divisions.

Rookie gets 10000 rounds per game

Masters gets 15000 rounds per game

Elite gets uncapped rounds per game

when you check in to a game the reff counts all the pods and hoppers and totals the paint count. No need for any rate of fire cap. It will police itself and keep the cost down for Rookie and Master teams. It allso makes it so that in those divisions one team cant out spend the other to gain a win.

Not a bad idea. And to help simplify this a bit, that would mean that Rookies could have five (5) cases of paint per game, Master could have seven and one half (7 1/2) cases per game. With a case being a bit over 14 pods (Based upon 140 round pods), that means that Rookies would be limited to 70 total pods, Masters would be limited to about 107 pods. There are the minor flaws, like what if some people on a team are using 100 round pods, and some are using 140ish, or if a couple of people are using the QLoaders. It may make things a bit interesting for the math, but it can be worked around. Only need a couple of calculators at the beginning of the game to help out the refs to figure out how much paint a team is bringing on the field.


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