By Billy Goodman
MODEST BEGINNINGS
In the years since the game began, paintball equipment has evolved
relatively rapidly. What started as manually cocked, single-shot, hand-held
pistols with an ammo capacity of 10 balls, have evolved into pneumatically
cocked, electronically-controlled, programmable-shot guns with an ammo
capacity of over 200 balls.
Early paintball guns were designed and manufactured by BB and pellet
gun companies for the Forestry Service to use in marking trees. Performance
and efficiency were not issues. The designs for the early guns were
nearly identical in function with the BB or pellet gun, with the exception
of a larger bore for the paintball. While BBs are basically .177 caliber
(177 thousandths of an inch in diameter), normal paintballs are .68 caliber
(68 hundredths of an inch). The larger size of the paintball and the origins
of the design contributed to an inefficient use of CO2. This was not an
issue as long as your targets were stationary trees. When someone discovered
that it was fun to shoot other people with these guns, performance suddenly
became quite important. Even the smallest gains in performance would become
a perceived advantage over your opponent.
The original
paintball gun, the Nelspot 007, was
developed for the forestry industry as a method of marking trees from a
distance. It was developed by Daisy, a company well known for its air-powered
BB and pellet guns. Like a bolt-action rifle, cocking action was manual
via a lever on the side of the gun. The balls were loaded from a tube running
parallel to and above the bore, which means the gun had to be tilted to
allow balls to roll in every time it was cocked. The power source
for the gun was a 12 gram Co2 cartridge, commonly used in BB and pellet
guns. As with Daisy's other air guns, the Co2 cartridge was stored inside
the grip frame and accessed through a removable grip panel. A stock 007
would get around 20 shots before the cartridge had to be changed.
Like the Nelspot,
the PG (later PGP), distributed by Pursuit Marketing Incorporated (PMI),
was designed from available air gun technology. The guns were manufactured
by Benjamin/Sheridan, and used some of the same parts as that company's
popular BB/pellet guns. The earliest version of the gun had a manual
cocking knob on the rear. Like the Nelspot, it was powered by a single
12 gram Co2 cartridge, and had a magazine running parallel to the bore,
which necessitated tilting the gun to load each shot. The Co2 cartridge
is stored horizontally in the front of the bottom tube.
Another single
shot pistol to enter the market was the NSG Splatmaster. The Splatmaster
was purposefully designed for playing the game of paintball, and marketed
through a franchise program for what was called "The Survival Game". Although
many people had their first paintball experience with a Splatmaster in
hand, the gun did not spawn the same lineage as the 007 or PGP. There were
some upgrades for the Splatmaster, but the plastic one piece body design
limited the easy attachment of bolt-on parts. While many guns based directly
on the 007 and PGP are still in production today, the Splatmaster and its
design eventually became extinct.
It wasn't long before players began seeking performance increases in order to get a competitive edge on their opponents. The vast majority of the modifications focused on increasing the rate of fire, although some were aimed at improving accuracy, and others, like the "field strip notches" cut into early guns were for convenience. The "notches" made disassembly faster and easier. A lot of the modifications were what was known as "garage modifications", since they were invented by players and basically done in their homes. Some of these "garage modifications" eventually lead to people forming their own businesses, many of which are major players in today's paintball industry.
ACCURACY & RANGE
Unfortunately, accuracy, and range rely heavily on the most inconsistent
element in the mix - paintballs. According to one paintball legend, the
standard caliber of the paintball came about because that just happened
to be the size of the available encapsulating machines of the time, which
were used for making pills for horses. Being nearly seven tenths of an
inch in diameter, the average paintball holds quite a bit of paint. The
fact that the fill is fluid, the shell is somewhat soft and flexible, and
there is a seam running the circumference, all contribute to inconsistencies
in accuracy. Range is determined by the speed at which the paintball is
launched, and the maximum accepted legal speed was determined by the impact
strength of the ball, which is a direct result of its size. For instance,
at one time there was a push for .62 caliber balls by some manufacturers,
and fields generally allowed higher velocities for those because of a perceived
lesser impact force.
Paintball quality has improved over the years, but it still remains the weakest link in the chain. Despite that weakness, there was plenty of room for improvement in the accuracy of early paintball guns. Following traditional firearms theories, lengthening the barrels of the guns were among the first modifications toward this goal. Barrel extensions were available for both the 007 and PGP, and as later discussed, replacement bodies with longer barrels. Another common procedure was to polish and hone the interior of the barrel to a fine finish. On both the 007 and PGP, care had to be taken to maintain the inside of the barrel. The brass of the PGP would eventually, over time, tarnish, while the steel of the 007 would rust quite quickly if not cleaned.
RATE OF FIRE
Obvious early enhancements aimed at increasing rate of fire included
polishing internal parts and changing spring rates for easier pumping action.
One modification towards higher rates of fire (and comfort) was to attach
pump handles to the guns, which would allow them to be cocked with an action
similar to a pump shotgun. The idea caught on and aftermarket pump handles
were sold for the 007, while the original PG had one added on the production
line to become the PGP.
Another
rate of fire enhancement involved adding capacity and the effect of gravity
to the ammunition magazine. Add-on products involved the simple attachment
of a vertical tube to the rear of the standard magazine. Gravity would
then cause the balls to feed at a quicker rate, since tilting the gun for
each pump stroke was no longer necessary. The only flaw in this system
is that gravity no longer
had an impact after the magazine got below the level of the vertical part
of the tube. To remedy this, the next level of modification involved removing
the horizontal feed tube and replacing it with what is called a "direct
feed" or "gravity feed" nipple. This was a common modification on both
Nelson and Sheridan guns, and usually involved soldering a brass nipple
onto the gun, although other methods of attachment were also used. These
modifications were either done in the home, or by custom machine shops.
Rate of fire was also increased with the addition of an auto-trigger. With an auto-trigger, the user could hold down the trigger and the gun would fire as soon as the pump was pushed forward. On Nelson type guns it was a simple matter of reshaping the trigger or replacing the trigger with an aftermarket piece. On Sheridan type guns a lever replaced the safety and was actuated by a guide system on the pump handle arm. In essence, the device used the safety function to keep the gun from firing until the pump handle was forward.
Along
with the direct feed came larger capacity magazines. Early magazines
attached to direct feed guns were simple 20 to 30 round "stick" feeders.
This
gave way to shorter profile magazines such as the WGP Ammo Box, which held
about 40 rounds, and a variety of hoppers made from PVC tubes, etc.
At first, the hoppers were designed to be reloaded from the same ten-round
tubes which were used on the early guns. Eventually, bulk reloading
came about, featuring hoppers with large lids able to accept re-loads from
large tubes.
Bulk loading
allowed for much quicker in-game reloading, which meant players could fire
more paint without having to worry about going through a cumbersome reloading
process when the hopper ran dry. Although bulk Co2 preceded bulk
loading by some time period, it was probably bulk loading that helped actually
bring bulk Co2 to the forefront. Depending on weather conditions
(temperature), a 12 gram Co2 cartridge would give 20 to 30 shots on most
guns. This meant having to go through what was a cumbersome process on
early guns. Some guns, accessories, etc., were marketed on the idea of
efficiency, claiming to get more shots per cartridge and thus requiring
fewer changes. A variety of "quick changers" made their way to the
scene, allowing the changing of the cartridge in a matter of just a few
seconds. Lever action changers like the Line SI unit, or the Airgun Designs
(AGD) Micro CA II made changing cartridges quick, although the player still
had to stop firing in order to grab the new cartridge. Meanwhile, on the
west coast of the US and making its way east, was the idea of bulk Co2.
A seven ounce tank, for instance, would allow 350 to 400 shots before a
needed refill -
a player could fire even the largest hopper dry without stopping - and
refilling the bulk tank was much cheaper than buying 12 gram cartridges.
However, some in paintball heavily resisted bulk Co2, claiming it would
being an end to tradition, fair competition, and the game itself. Accusations
flew that the resistance had to do with a perceived loss of profit margin
by those selling the goods.
Even after commercial fields gave in and started allowing bulk tanks,
the tournament scene was still strictly 12 gram.
And then the ultimate 12 gram changer came along - the AGD Six-pack.
It was a changer that combined a butt-stock with a spring-loaded, lever
action, vertical Co2 cartridge magazine. Switching cartridges with the
Six-pack only took a quick activation of the lever. This device was so
innovative it literally put itself out of business. Once it was available,
there was little difference in playing with 12 gram or bulk Co2, since
the Six-pack was basically a "virtual" bulk tank. Without this quantifiable
difference, resistance to bulk Co2 finally fell. Ironically, those who
sold Co2 found not only was their profit margin higher with the bulk product,
but players were also inspired to buy and shoot more paint.
ADVANCEMENTS
Aftermarket companies continued to produce a variety of upgrade parts
for both guns, such as 12 gram quick changers, rear Air System Adapters
(ASA- also known as a "back bottle adapter") which would allow the use
of a screw-in type bulk Co2 tank, and a variety of internal parts aimed
at efficiency improvements and smoother operation. Rather than modify existing
guns, some aftermarket companies began producing complete replacement bodies
with the direct feed already in place.
The
replacement bodies kits were much more widely available for Nelson guns,
probably because the design of the gun allowed the body to be easily replaced
by anyone with common tools. Most of the replacement body kits also came
with longer barrels, or interchangeable barrel systems, and larger wrap-around
type pump handles to speed cocking action. It was common to see these companies
selling their kits as whole guns, using the original manufacturers parts
to make up the difference of what the kit lacked. For instance, Line SI
originally sold it's Bushmaster with a Nelspot 007 grip frame, as did many
other Nelson kit manufacturer's. On the other side, WGP sold its original
Sniper with a Sheridan grip frame.
While it would be a few years (too late) before the Nelson Paint Company
would come out with anything beyond the 007 besides some accessories, PMI
actually came out with several new versions of their gun.
The PMI-1, for instance, had a longer barrel and larger magazine capacity.
The KP rifle series were mounted in wooden stocks. The PMI-2 was basically
a PMI-1 with a rear ASA. And the Piranha line introduced the company's
first guns with a factory-welded direct feed, and smoother pumping bolt.
Ironically, most modifications appearing on PMI guns were already tried
and true "garage" or "custom" modifications by the time they made it to
the production line..
As manufacturers began to look for ways to improve the design, they
began to move further and further away from the original designs, making
little improvements here and there, until their guns were no longer just
kits for the originals. Many of the companies selling aftermarket body
parts for Nelson and Sheridan guns eventually turned to manufacturing complete
guns (the so-called "clones").
The CCI Phantom appeared in the late 80s and was one of the first to use
no original Nelson parts at all on a Nelson-based gun. Not only did it
not use original Nelson parts, the parts on the Phantom were pretty much
proprietary stuff - in other words, the function was identical, but most
of the actual parts were not directly compatible with the original 007.
The early full production Line SI Bushmaster, on the other hand, still
had a good deal of interchangeable parts with the 007, even though all
of the parts were manufactured by Line SI.
At the height
of paintball's pump era, top-of-the-line guns had outstanding consistency
in accuracy and range, and could produce a rate of fire equal to most of
today's entry-level semi-automatics. At the same time, this performance
did not come cheap. Top-of-the-line pumps started in the $350 to $400 range,
which is fairly steep considering the cost of modern equipment. Part of
the reason for this were the laws of supply and demand. There just weren't
that many people buying paintball guns, and the industry was in its infancy.
NEW KIDS ON THE BLOCK
For two entirely different reasons, both players and field owners alike
yearned for a reliable semi-automatic paintball gun. From the early years
of the game, efforts were made to create such a gun, but failed to produce
a product that could take hold of the market.
The
Tippmann Pneumatics SMG-60, for example, was not only a semi-auto, but
a full-auto paintball gun. However, Tippmann's use of the less popular
.62 caliber balls, and a cumbersome-to-load low-capacity clip-fed magazine
stifled the popularity of the gun. Loading the gun required putting balls
into plastic clips, then loading the clips into the 20 round magazine.
When firing, the empty clips were ejected out of the side of the gun, which
required some kind of catching system to avoid loosing them. Field owners
hesitated to let the gun mix with the (allegedly) lower performance pumps
of the day, despite the fact that some players welcomed an opponent who
would be out of ammo after only one short stint on the trigger. There
was another semi/full-auto known as the Model 85. It resembled a Mac-10
and actually used primer cartridges to fire a small caliber ball. The fact
that it involved the use of an explosive powder turned most field owners
completely off. As a side note, both guns have since become somewhat collector's
items for their historical value.
Meanwhile, early on Palmer's Pursuit Shop, along with other companies,
was working on perfecting pneumatically automated guns.
Glen
Palmer produced custom Sheridan-based pump guns. His semi-automatics used
(and still do) a small lever connected to the trigger of the gun to trip
a valve, which directs gas to a pneumatic ram, which would pump the gun
following each trigger pull. Palmer's guns were custom made, low
production, expensive, and rarities at commercial fields. If Palmer had
ever gone into mass production, the semi-auto revolution might have happened
earlier.
One type of semi-automatic
that did find a place in the market for a short time was the double-action
gun. Like a double action firearm, the guns used the trigger to actuate
the cocking. This meant a long and sometimes hard trigger pull. The NSG
Rapide (from the makers of the Splatmaster), The Line SI Advantage (Bushmaster)
and the Brass Eagle Jaguar/Barracuda series were all double-action semi-autos.
The down side to these guns was the excessive trigger pull. Rapid rates
of fire could only be sustained in short burst, as the user's finger would
give out. The trigger pull also made it hard to use the gun steadily with
just one hand, since the trigger hand did so much work. Realistically,
the guns offered no advantage over pumps.
There were several prototype gravity fed blow-back guns that never quite made it into full production. Blow-back guns function by using a dual burst of gas pressure to both propel the ball, and blow the action back into a cocked position. While some of the guns functioned, they were not reliable enough for regular use. Brass Eagle's Nightmare Semi-auto, for example, was actually advertised in magazines, and a few copies were reportedly sold. But the company recalled the guns because they would only re-cock under ideal weather conditions. In other words, the guns required a lot of pressure to operate, and in cooler temps where Co2 pressure drops, the guns would fail. With hindsight, it becomes obvious that early attempts at blow-back guns suffered from the fact that most people were trying to make them by converting existing pump systems. The main culprit was the fact that those pump systems were already designed to use the available pressure for propelling the ball, and had little or no excess pressure available for re-cocking the gun.
Meanwhile, around 1990, Tippmann had produced a semi-auto only .68 caliber
version of the SMG-60 known as the SMG-68. Like its predecessor, it used
the same spring-loaded clip system which was cumbersome to reload and had
only a 20 round capacity. Like the double action guns, it was more of a
novelty, and when compared to the pumps of the day it offered no realistic
advantage.
However,
not too long after the introduction of the SMG-68, Tippmann released the
first reliable gravity fed blow-back semi-automatic paintball gun - the
68 Special. And, not only could you buy new 68 Specials for the price of
a top-of-the-line pump, but for about half the price, you could send in
your old SMG-60 or SMG-68 and get back a 68 Special. Tippmann had overcome
the pressure problem experienced by other manufacturers by turning to liquid*.
The tanks fitted to the 68 Special had a siphon tube with a weighted end
that fell to the bottom in order to draw liquid Co2 from the tank. It was
this "liquid" system that gave the 68 Special the ability to operate. In
hot weather where Co2 pressure was naturally high, the 68 was able to operate
on pure gas, but with the siphon tank, it would operate in nearly any weather.
The downside of this was the lack of efficiency. While high end pump guns
were sold on claims of efficiency, the 68 Special seemed a relative gas
hog.
| *Co2 is stored in tanks in liquid form. In any unused space, some of the liquid boils into a gas and expands into the rest of the space. Since the liquid is heavier, it falls to the lowest point in the tank. On a conventional (back bottle) tank set-up, the guns are actually operating on gas from the top of the tank. As the gas is used, more of the liquid in the bottom of the tank boils into gas and expands into its place. Since liquid Co2 is more densely packed, when it instantaneously fully expands it produces more pressure than the already partially expanded gas form found in the top of the tank. Using the gas from the top of the tank means a lower pressure with which to operate, but allowing the liquid to expand partially into this gas creates more volume. Conversely, using straight liquid provides higher pressure, yet is less efficient because the gas never gets a chance to expand in the tank and create more volume. |
Along about the same time Tippmann was introducing the 68 Special, PMI
released their PMI-III (later known as the VM-68).
Like
the Tippmann gun, it was a gravity fed blow-back. Unlike the in-line design
of the Tippmann, PMI's was what would become known as a "stacked
tube" or "two tube" design. This was very similar in design to
PMI's Sheridan-based pumps, except that the valve system allowed a secondary
burst of gas to blow the action back into a cocked position. The PMI-III
had a horizontally mounted Co2 tank that screwed almost directly into the
valve system. Like the 68 Special, it was another high-pressure gas hog,
but did function very reliably.
At this point, the race was on. Due largely to the inefficiency of the new semi-autos, the simplicity and overall performance of pump guns, and the (usual) resistance to advancing technology, the 68 Special and PMI-III did not immediately dominate the scene. They did, however, spell out the future in no uncertain terms - semi-autos were here to stay.
DIVERSITY IN DESIGN
While Tippmann and PMI worked on refining their own success and other
companies attempted to take their ideas even further, still other companies
charged ahead with something completely different. One of those was Airgun
Designs. The idea to overcome the pressure problem was simple - use the
same gas to move the action of the gun that's used to propel the ball.
The 68 Automag did just that with what is called a "blow forward" design.
A release of gas pressure pushes the bolt forward and the ball into the
breech, then the same gas passes through the bolt to propel the ball. Not
only that, the company figured out they could actually use lower pressure
if they used a higher volume of gas to propel the ball. To do this, AGD
figured out the one concept that other companies eventually came to understand
and expand on only years later - to use more volume, the gun must have
a larger valve chamber in which to store the gas before it's released.
Ironically, as in the case of the Six-pack quick changer, AGD once again
became it's own worst enemy by designing something that worked too well.
The 68 Automag was designed to operate at a relatively low pressure (between
400 and 500psi), however, the trigger design of the gun also allowed it
to be fired very rapidly. AGD was one of the first companies to actually
advertise a "rate of fire" statistic, claiming in excess of 7 balls per
second on early models. Unfortunately this meant the gas system has to
be fed by a high rate of pressure (850psi) in order to recharge the valve
chamber fast enough during rapid firing. Despite the intention of it's
design, the 68 Automag became a "high pressure" gun because of the way
it is used. The buying public knew or cared little about operating pressure
and due largely to the high rate of fire, the 68 Automag became one of
the most popular paintball guns ever sold, and continues in production
today.
Blow-back
designed continued to reign as the most simple of the semi-automatic crowd,
and several companies attempted to produce such a gun. This included Line
SI, whose success with the Bushmaster pump series had built an incredible
reputation. The Promaster was a stacked
tube design like the PMI-III, but suffered from a need for high pressure,
and several design flaws. By the time the problems were addressed, Line
SI had lost it's reputation and closed it's doors (the owners of Line SI
would later emerge as Indian Creek Designs with a whole new line
of semi-automatics.) On the other hand Feral Action Sports Technology (FAST)
had incredible success with it's F-1 Illustrator. The Illustrator was designed
with a relatively large valve chamber, a higher flow valve system, and
light weight internal parts -
in
other words, the gun required less overall gas pressure to operate, and
was not as sensitive to temperature fluctuations. There were some
minor shortcomings to the gun. Among these were a relatively stiff trigger
pull, and less consistent range and accuracy qualities when compared to
high end pumps. But unlike the early Tippmann and PMI guns, the F1
was no gas hog, even beating some pumps on efficiency. The gun was (and
still is) very usable.
Meanwhile Worr Games products, known for having both a line of Nelson
and Sheridan based pump guns, had been working for some time on a system
which would lead to one of the most popular selling guns in paintball history.
WGP
took it's Sheridan based pump, the Sniper, and converted it to a trigger
actuated, pneumatically automated semi-automatic paintball gun - also known
as the Autococker. Under this automation system, the gun uses a very low
gas pressure fed to a pneumatic ram to cock the gun following each shot.
Since the cocking action and the firing are not happening simultaneously
(which is the case with a blow-back), the gas is not required to
do double duty, thus overall gas pressure is not an issue. The first
Autocockers were converted Snipers. For about $250, you could send your
Sniper to WGP and get back an Autococker. Arguably, because of it's
complexity the Autococker was not the most reliable gun on the market.
However, it offered the overall performance of a pump in semi-automatic
form, and spawned a complete aftermarket industry as other companies tried
(and succeeded) to improve reliability and performance. Eventually, the
Autococker became the first semi-automatic which could be purchased entirely
in aftermarket parts, without ever having to touch a WGP part along the
way. The incredible "upgradability" and personalization possibilities only
added to the popularity of the gun. WGP also made a pneumatic cocking
kit for Nelson based guns
which used many of the same parts from the Autococker, but the kit was
short-lived.
There were many other semi-auto designs which appeared and almost as
quickly disappeared in the early years of paintball. Brass Eagle had it's
Golden
Eagle, Ultrasport Inc. had the Patriot, and many more came and
went. Some worked great while others simply sucked, but they were all eventually
replaced by more modern, more efficient, more reliable guns.
SEMI'S FOR EVERYBODY
Even before reliable semi-autos appeared, bargain full-featured
pumps such as the WWP Razorback
had
already crept into the market to steal some of the high-end pump's thunder.
The Razorback, for all appearances, offered everything higher end pumps
offered at about half the price, so the issue became one of alleged quality
and brand name importance. However, in the early 1990's, when semi-automatics
began entering the market at a price competitive with high end pumps, the
performance differences were obvious. The dominance of high-end pumps was
coming to an end.
WGP, with the Autococker, would not only make the transition into the
new market, they would eventually dominate the higher end of it.
On the other hand, Line SI put all of it's hopes in the ill-fated Promaster,
while continuing to sell the Bushmaster pump at a premium price.
CCI, manufacturer of the Phantom pump, took a different route.
The
price on the base Phantom was eventually reduced to about half of the original
selling price, which made it a more than viable alternative to expensive
semi-automatics. At the same time, CCI carved it's own niche' in the market
by creating a retro stock class version of the gun. The stock class Phantom,
like the 007, has a low capacity horizontal feed tube, and operates on
a 12 gram cartridge. Several other manufacturers took the same route
and work to promote the concept as a "traditionalist" form of play.
As technology and reliability increased, semi-auto paintball guns moved
into the position being considered "higher-end" equipment, while pumps
were relegated to "entry-level" status. The one thing that changed
this was the entry of Kingman's Spyder into the market.
The
blow-back Spyder was the first reliable under $200 semi-auto on the market,
and within a short time after it's introduction, supplanted pumps as the
"entry level" gun. This changed the face of the game forever. No longer
did new players start playing with a pump and move their way into semi-auto
play. Thanks to the Spyder and a hoard of low-cost blow-backs that followed,
most players can afford to start with a relatively high-rate-of-fire semi-automatic.
Pumps became known as the equipment of either the "traditionalist" or the
poor. The success of the Spyder also changed what commercial fields
used as rental guns. With the majority of players who owned their own equipment
using semi-autos, those using rental pumps were at a definite disadvantage.
Many fields upgraded to semi-autos such as the Tippmann Pro-lite, which
are reliable and tough enough to stand up to the rental process. With even
the lowly rental gun now being a semi-automatic, many of today's players
have never used a pump gun.
POWER STRUGGLE
A new power source was to soon find it's way into the scene.
AGD lead the way in this new innovation, motivated by the fact that their
68 Automag was somewhat less than Co2 friendly. The Automag would freeze
up at the introduction of liquid Co2 - freeze up to the point of not being
able to operate for several minutes. Automag owners overcame this problem
by jumping through a series of hoops to eliminate the introduction of liquid
Co2, and assure the gun only breathed pure gas. The "anti-liquid" solutions
included adding expansion chambers where the liquid could expand into gas
before reaching the gun, installing anti-siphon tubes intended to suck
gas from the top end of Co2 tanks, and using regulators which helped control
the introduction of liquid by controlling the pressure going into the gun.
Each one of the methods added to the cost of successfully operating an
Automag at full speed.
AGD, however proposed and pushed for the use of High Pressure Air (HPA),
from early on in the development of the Automag. Compressed air was not
stored in liquid form and would not freeze seals and o-rings like Co2.
However, it would be several years before HPA would catch on to the point
that the price for equipment would become semi-reasonable, and commercial
fields would start offering fills.
The biggest advantage to HPA is it's lack of sensitivity to changing
weather conditions, or flutuations caused by the changing amount of gas
in the tank. As Co2 is used rapidly, the tank will chill, thus dropping
the output pressure. With HPA this was not a problem. HPA tanks deliver
very consistent pressure, shot after shot. The tanks are also easier
to refill, since they can be easily topped off, where Co2 tanks will not
take a good fill if the tank is warm. One disadvantages to HPA is the added
expense of the tanks. Guns designed to run on standard Co2 tanks
will generally operate at whatever pressure the tank is releasing, for
instance, 800 to 900psi on a warm day. HPA tanks, however, store gas at
up to 4500psi, which is far more than any paintball gun has ever required
to operate. That means the HPA system must include a fairly expensive regulator
to drop the output pressure of the tank
down
to something the gun can actually use, not to mention that the tank itself
has to be constructed to store much higher pressures. Another disadvantage
to HPA is the fact that it is stored less efficiently than Co2. Co2 is
stored in a very dense liquid form. For a given size tank, Co2 will generally
power a gun for more shots.
THE MATCH GAME
Along side other
improvements, barrels technology has steadily advanced over the years.
So much of what is advertised is so highly theoretical, it's really hard
to put a finger on what technologies are successful. As far as sales, Smart
Parts Inc. (SP) certainly has enjoyed great success. With their "rifled"
barrels, SP lead the way in the aftermarket barrel industry. The barrels
are not actually rifled in the classic sense, but instead have a pattern
of holes for porting. The obvious effect of the porting is noise
reduction. The theory behind ported barrels is that the holes release excess
gas so that it will not affect the ball as it exits the muzzle, resulting
in a straighter flight path. This theory has been the subject of great
debate.
One concept that has been subject of a lot less debate is the fact that paintballs are actually made in various sizes. To compensate for this, most barrel manufacturers produce their products in several different bore sizes, varying only by several thousandths of an inch. A lot of the so-called "experts" in the game claim that having a good paint to barrel size match is more important than barrel length, material of construction, or what kind of porting it has.
Along these same lines, several manufacturers offer breech sizers, to make sure the ball is held in the same place each time it's fired, and to make sure small balls don't roll down the barrel before being fired. Palmer Pursuit Shop puts indentations in the breech area of their barrels for the same purpose. Palmer's guns are very accurate while not being picky about paint.
One of the most unique innovations to come along in barrel technology
is the
Tippmann
Flatline system. The system uses a curved barrel to produce a backspin
on the ball, which gives it a "floating" effect and less drop over a given
distance. While you could successfully lob balls an equal distance, the
Flatline system allows a flatter trajectory which is useful when playing
in areas with overhanging trees. Although backspin has been experimented
with from time to time, Tippmann was the first to offer it on a regular
production gun. Unfortunately, the concept relies on the weakest
link in the paintball performance chain - the paintball. The Flatline is
not as consistently accurate as normal barrel guns, but can be used effectively
by a determined player. (read
review here)
LOWERING THE PRESSURE
Another area
of paintball technology where unproved theories fly like moths around a
light bulb is "low pressure" operation.
Guns operating at lower than normal pressures use volume to accelerate
the ball up to speed. To do this, they must have a large valve chamber
area to store gas, a valve system that allows the gas to flow very freely,
and a regulator to drop the output pressure of the tank down to the needed
pressure. Since LP operation replaces pressure with volume, extreme LP
operation can result in a serious deficiency in efficiency.
Common theories concerning increased range and accuracy because of lower impact and deformation of the ball are as of yet unproved. However, there are several quantifiable advantages to operating in a lower pressure range. The first of those is the need for less pressure actually combats the "pressure" problems suffered by early semi-automatics. If the gun is always operating below the output pressure of the tank, there should always be adequate pressure to operate. Low pressure operation defeats a good deal of the problems encountered with Co2, especially when the gun operates below the minimum possible output pressure of the tank. For instance, on very cool days a Co2 tank may only produce 600 psi. This would, of course, starve a gun tuned to operate in the more standard ranges of 750 to 800 psi. However, a gun operating at 350 psi would not feel the effect.
There are two other quantifiable advantages to LP operation. Noise reduction is the most obvious. Higher pressure simply produces a louder "pop" as the gas expands upon release from the valve system. The other advantage is less excess gas expanding into other parts of the gun, particularly up the feed tube where it can interrupt the steady feeding of balls. And impeding the feeding is a very bad thing.
THE QUEST FOR SPEED
In the world of paintball guns, firepower reigns supreme. While a high
rate of fire can come in handy on the field of play, from a realistic standpoint,
there is not much difference between 7 and 10 balls per second. However,
the biggest perceived difference between lower-end equipment and higher-end
equipment seems to be the rate of fire that can be attained. High rate-of-fire
has become a major selling point for paintball guns and something manufacturers
strive for. There are a number of physical limitations in this area, yet
(as paintball gun manufacturer's are discovering) nowhere near as many
one might think. As often has been the case, many people apply firearm
standards to paintball guns only to discover that those standards aren't
always applicable. While the task of shooting 9 shots per second on a firearm
presents a number of difficulties to overcome, on a paintball gun it's
a relatively simple matter. There is no friction/heat build-up, no wear
from the continuous explosion of gunpowder, and paintballs are round -
meaning they do not require insertion into the bore in any particular direction.
Since the introduction of the direct-feed on early pumps, gravity has been accused of being rate-of-fire's biggest enemy, yet remains it's biggest friend. To this day, all but a very few guns are gravity fed. Relying strictly on gravity offers an incredible feed rate if a few obstacles are overcome. When semi-automatics first appeared on the scene, both blow-backs and AGD's blow forward 68 Automag suffered from excess gas traveling up the direct feed tube with each shot. The excess gas is largely a byproduct of the relatively high pressure at which the guns operate, and the instantaneous expansion of that gas upon release from the valve. This creates a problem when firing rapidly. On open-bolt direct feed designs, the bolt is recessed behind the line of balls entering the gun from the feed tube. When the trigger is pulled, the bolt comes forward, pushes the bottom ball into the bore and fires it away. Meanwhile, as the bolt retracts, excess gas blows the line of balls above it back up into the feed tube just a little. The next ball in line is only able to fall partially back into the breech as the bolt comes forward for the next shot. The bolt then catches the ball in mid-stream, promptly slicing through it, and creating a mess in the gun nobody wants. This problem limits rate of fire, since the obvious solution is to wait longer between shots to allow the bobbing balls time to drop fully into the breech.
One solution to the problem was to drill holes in the feed tube to release
the excess gas. Most manufacturers indeed turned to this idea, but it was
only a partial solution at best. Before exiting through the relief holes,
the gas still impacted the balls and impeded their ability to fall smoothly
into the breech.
Once again, AGD displayed a knack for innovation by developing what is
known as the "powerfeed". In this design, the feed tube is mounted
across the top of the gun, forcing the ball to turn a 90 degree angle out
of the tube, before entering the breech. The idea is, the next ball in
line cannot be blown back up the feed tube, since the excess gas is pushing
the ball in a direction against the outside wall of the powerfeed. In fact,
the ball actually bounces off that wall and ricochets back into the breech,
thus the term "powerfeed". The powerfeed is now standard equipment on most
blow-backs and allows for a very high rate of fire without ball chops.
Closed bolt guns such as the WGP Autococker and Palmer Pursuit guns do not generally suffer from the same "excess gas up the feed tube" problem, for several reasons. In the closed bolt system, the bolt (which in most cases has an O-ring to seal the breech) is forward before gas is released from the valve system, meaning the effect is less pronounced. At the same time, the guns operate at lower pressures, and don't have as much instantaneous gas expansion to cause such problems.
Another problem to overcome on the road to attaining a high rate of
fire was the jamming of the ammo hopper. Left unattended, balls would eventually
jam at the opening of the neck of the hopper and stop feeding. This was
not really a serious problem on pump guns, since the pumping action itself
lead to shaking up the hopper on a frequent basis. However, it was enough
of an occurrence that several companies worked to develop hoppers with
specially designed feed channels, etc. meant to eliminate jams. Jams were
more frequent on smoother operating semi-automatics. The next innovation
in this area involved putting an agitator of some sort
in the hopper to keep the balls moving. Several devices were used
but the most successful of these is the VeiwLoader Revolution. The Revolution
has a photoelectric cell in the feed neck. The cell senses when there is
no ball in the neck (meaning the hopper is jammed or empty), and starts
a small electric motor that spins a paddle inside the hopper to clear the
jam. This system allows for sustained high rates of fire by ensuring balls
are always in the feed tube and ready for use. The system can also help
combat the "excessive gas up the feed tube" problem mentioned earlier by
keeping the feed tube full and not allowing balls room to blow back up
the tube.
Although spring fed magazines were long ago available on several guns
manufactured by Tippmann Pneumatics, not until Tagline introduced the TS-1
(later AT-85 by Advanced Tactical Systems) was a
high-capacity non-gravity fed paintball gun mass produced. As a basis for
a series of Military/Police training guns, the ATS guns use a chain-driven
conveyor to pick up the balls from the bottom of the magazine and transport
them into the breech. The clip-type magazine holds about 25 rounds and
is easily replaceable, similar to changing magazines on the real M-4/M-16
which the training guns are designed to emulate. For realistic training
purposes, this capacity works fine. However, for paintball purposes, the
clip magazine is fed by either a 60 round magazine in the foregrip, or
by a standard hopper on an adapter on the side. The gun was probably the
first production paintball gun since the SMG-60 to feature the "select
fire" options of semi or full auto.
With more reliable methods of feeding balls into a paintgun, the only
real obstacle which remained to ever increasing rates of fire
concerned
the user. It was possible to make any number of guns fire faster than humanly
possible. For some companies, hooking a machine up the gun to pull the
trigger proved the guns were capable of cycling faster, it's just that
people couldn't pull the trigger any faster. One partial answer to problem
was the invention of the "double trigger". The concept behind the double
trigger developed from players using their stronger middle finger to "fan"
standard triggers. The double trigger allows a more comfortable way to
take advantage of that stronger finger. Double triggers started as aftermarket
accessories and soon became an almost gimmicky selling point on entry level
guns. That's certainly not an implication that they don't work, because
with the right technique a double trigger
can easily lead to an increase in the rate-of-fire.
THE NEXT STEP
When a human can't do it fast enough, call in a computer to do the
job. That's seems to be the working theory behind the next step in paintgun
evolution. In the mid 1990's, PVI hit the market with an electronically
controlled paintball gun known (appropriately) as the Shocker. The Shocker
is a closed bolt select-fire gun in which the pneumatic operation is controlled
by electronically triggered solenoids. The electronics of the gun
allow programmable firing modes such as a multi-shot burst with one trigger
pull, full auto, etc., and a rate-of-fire selectable via an internal set
of switches.
The trigger pull itself is very light, since the trigger only activates
a small switch. The electronic control of the functions of the gun provides
very consistent velocities, which manifest itself in outstanding performance
in range and accuracy. At the same time the gun operates at a very low
pressure (about 180 psi) which makes it extremely quiet. Drawbacks to the
design? The price (starting just below $600 for the base model) is somewhat
prohibitive, the gun weighs a ton (relatively speaking) and using such
low pressure means a higher volume usage - in other words, it's a gas hog.
However, those disadvantages are a trade-off whose value becomes evident
with use of the gun.
From England,
the WDP Angel also made it's entry into the electro-pneumatic market in
the mid 90's. The Angel is an open-bolt electronically controlled gun with
a hair trigger akin to the clicking of a computer mouse. It is now considered
among the highest level of paintball guns and it's price reflects that
notion (at basically $1000 and up). Unlike the Shocker, which will operate
on Co2, the Angel also requires the user to invest in an HPA system. The
gun is capable of different programmable firing modes (which with an accessory
kit can be done via your home PC). The Angel LCD even goes so far as to
include an LCD panel with a nice digital read-out of the gun's functions.
The Angel and
the Shocker lit the way for what was to come - more electronically controlled
guns with hair triggers, programmable firing modes, and digital displays
-- and the newer guns would improve on efficiency, speed, and weight characteristics.
Several aftermarket companies developed electronic upgrade kits for older
guns like Autocockers, Automags, and Spyders, giving them electronically
controlled firing modes. As competition provides, prices continue
to drop. Even many of the kind of lower end guns available at department
stores now have electronic triggers at relatively low prices, although
the old adage "you get what you pay for" still applies.
The production of electronic or "e-guns" may be headed for a roadblock in the near future, depending on court actions resulting from the filing of a patent infringement lawsuit by Smart Parts Inc. Smart Parts started out by suing Indian Creek Designs, which produces the electronic "Bushmaster" series. Smart parts, which has patented the electronic system used in the Shocker, now claims it has the rights to any paintball gun that uses electricity, a switch (for power or the trigger) and/or a solenoid to fire a paintball . If Smart Parts is successful, they will either be able to obtain royalties from other "e-gun" manufacturers, or bring a halt to their production.
How the Smart Parts lawsuit will effect the industry in general remains to be seen, but some manufacturers are not waiting to find out. Several years ago AGD jumped into the electronic age with the E-mag, and it's accompanying high-speed ball feeder, the Warp Feed, which claims feed rates in excess of 20 balls per second. However, following the threat presented by the Smart Parts lawsuit, AGD came out with a high speed all-mechanical paintball gun design. WGP continues to produce their mechanical autococker, as well as an electronic model. For these companies, success is likely to continue regardless of the outcome in the courts. On the other hand, companies which have put all of their eggs into the electronics basket may be in for a surprise.
Note: When this article was originally posted I had apparently incorrectly credited Smart Parts Inc. with the introduction of the Shocker. I have received a number of e-mails (samples here) correcting the mistake. WDP, the manufacturer of the Angel recently won a judgement in the ongoing legal action involving Smart Parts Inc., which may or may not set a precedent. There is a world of information on the web concerning the issue.
The quest for
"rate of fire" has continued to drive other advancements in paintball gun
technology. Companies continue to promote "rate of fire" as a selling point,
with one recently advertising as high as 36 balls per second. Several companies
selling E-guns over the past few years have begun to incorporate an "anti-chop
eye" -- an electronics sensor designed to detect the location of a ball
in the feed port and thus keep the bolt from chopping it in half during
high speed operations. Tippmann's A-5 includes a built-in hopper system
called the Cyclone which uses an air-powered sprocket to chamber balls
in time with each shot fired, eliminating the need for an aftermarket agitated
hopper system, and increasing the rate at which the gun can be fired.
How fast will paintball guns ultimately shoot? Some of that will depend on forces outside of the industry... namely, insurance companies. The companies that insure commercial fields set the standards by which the game survives, for without them, there would be no commercial fields. Limiting paintball gun performance in the name of safety is already being done to some extent, and may eventually have a serious impact on the way guns are designed. But for now, it doesn't really seem to be slowing anybody down.
YOU'VE GOT THE LOOK
Some time near
the turn of the century, cosmetics became a major selling point for paintball
guns, with brightly colored anodizing covering artfully sculpted aluminum
gun bodies. While early paintball guns were largely utilitarian in looks,
more closely resembling firearms, many modern paintball guns seem to represent
a fashion statement on the part of the player. A lot of this began with
the Autococker series of guns. WGP's original Sniper/Autococker aluminum
body has so much material (a thicker than necessary body), it's almost
an invitation to a talented person with a mill. With players apparently
willing to pay big bucks for exclusive looks, a number of companies now
specialize in milling and anodizing work.. In addition, many companies
now offer "from the factory" fancy milling in an effort to help sell their
product. For the most part, this work is not designed to affect the performance
of the gun, but it does offer a weight reduction.
In an almost-opposite-but-much-the-same-type-of-thing
occurrence, cosmetic work has also taken a different turn over the past
several years in the form of "replica"
paintball guns. These are guns designed to look like real firearms, and
have gained popularity with some scenario players. Like the multi-colored
crowd described above, the cosmetic modifications can be made with add-on
parts to an existing gun, or bought whole from the factory, and for the
most part, the cosmetics are much more about looks than performance. The
cosmetics can also be expensive, with many of the parts being the actual
parts to firearms which the paintball guns are designed to emulate.
AND FROM HERE?
What direction will paintball gun technology go in the future? Good
question. Has the "rate of fire" race topped out? Can range or accuracy
be improved considering current projectile and velocity limitations? Are
Co2 and HPA the final words in power sources? Will electronics control
more aspects of performance? Paintball, is afterall, in it's infancy from
a relative standpoint, yet it has come a long way in a quarter of a century.
There's no telling what we'll see in the future. One thing's for sure -
just when you think you've seen everything possible, someone will come
along and surprise you.
Comments or Questions? E-mail Billy
Goodman