Question:
I am considering going to a nitro system. I currently have
an Automag. Besides the nitro tank, drop forward, and regulator,
is there anything else I
need? I've heard you need to add a constant air flow adapter?
Is this true? What have you heard/know about the AGD Flatline Nitro
system? Any recommendations on fill stations for scuba tanks?
Thanks,
Rob
vnsorc@aol.com
Answer:
Hi Rob,
Depending on what kind of Nitro Tank you use (HPS), you shouldn't need an additional regulator. There are a few systems which may cause your Automag to "Spike" the first shot (make the gun shoot at a higher velocity than normal), to which you may need a secondary regulator. Other than that, you sound like you are good to go. Some Automag enthusiats, believe that you might need to either replace or port the Automag reg (on the back of the gun). I have seen this in a few instances, were the gun might seem like it is choking for air, however, this was strictly with all guns using C02, not HPS. I have not heard of needing to have a constant air flow adapter.
As for the AGD Flatline Nitro System, we are planning on doing a review on their system. From what we can see, it's a pretty neat little system. The only thing which we saw which could cause some difficulty were the mounting clamps. Other than that, it's priced right for what you get, and being "dual" regulated, a pretty good buy.
As for fill stations for Scuba Tanks, ACI makes a fairly good fill station, which is durable and unexpensive. You can also pick up fittings from the Scuba store to make your own (however, in most instance, can be more expensive). Either way you choose, make sure that they are equiped with high pressure fittings for your safety.
Hope we answered your questions.
The MPN Staff
Question:
Hello MPN Staff,
I have browsed MPN for some time and thoroughly enjoy it. Your website is definitely one of the finest on the web. Your articles are top-shelf and you have TONS of info for the beginner and the expert alike.
I am a non-paintball player. I have been wanting to play for years and have decided this coming summer is it. I have a large group of friends who are all eager to go as well. We would all like to play recreationally at first and then become more serious about playing and actually try out some tournaments. Of course, tournaments are a long way off. We have yet to get our feet wet.
Everyone looks to me for instruction as I have been in the Army Infantry for a while and am now trying out for Special Forces. I have heard other people say that there are some real differences between military doctrine and paintball. Two things I have noticed are mobility and command.
In the Army, we are taught to lay on our bellies and return fire when fired upon (a practice I have always hated), while the secondary team advances. I prefer to crouch behind a tree, shoot from kneeling and then move immediately. Like boxing "stick and move, stick and move." It seems paintball has this type of fast-paced motion to it. Is this so?
The other thing that paintball seems to lack (which I am glad for) is a command element. In the Army, we are to return fire and wait for our supervisor to bark out orders. Too many times, I have seen tons of people mowed down (in laser tag type situations) because the just sat there like cattle waiting for someone to think for them. I think the element of command takes too much time, allowing for a high causulty rate. In paintball, it appears, that players just move on instinct without all the formality and BS (basic skills). They move more as a team than a brain-dead collection of cattle in camouflage. Is this also so? What do Captains of teams actually do on the field?
Do you have any recommendations on books that I may pick-up? Have you had any experience playing with military groups? What were your observations?
Please any and all advice you could give me would be greatly appreciated. Thank you for your time and attention. Please keep up the excellent work on your website!
Sincerely,
Shaun K. Stoeger
Answer:
Hi Shaun,
To answer your question about the military and paintball, there are definitely distinct differences. Mobility and Command are crucial to both, but applied a little differently. Paintball is, and can be, a very fast paced sport. It requires quick mobility, rapid thinking and decision making, and alot of adrenaline. Like the military, your objectives are the same, to take out your opponent (by marking them), then moving to the next target until they are all eliminated. In the military, you are taught to do quick strikes as well, however, the mobility is a little different. When they teach you to crawl on your bellies to get to your next bunker, mainly to keep you from getting hit by a bullet. When you get to your bunker, you stay down, usually on your front. In paintball, you will usually be either on a knee or squating face forward, or sometimes even backwards. This way you can anticipate someone coming around your bunker. In the military, if you get hit, there is a good chance it can kill you, so getting hit is definitely not an option. Whereas in paintball, you are only eliminated for that particular game, and have about a 100% chance to tell about it.
As far as command goes, it is mainly based on an individual's discretion to return fire. Some players shoot all day long, until they physically run out of paintballs. Some are snipers and take only a few shots. Most coordinated situations against an opponent is to give "cover fire" for an opponent to progress towards their opponent. Recreational players simply move accross the field like cattle. They are out there to run and shoot, and mainly hide until they have a visual on their opponent. Seasonsoned players (Tournament Players) know to aggress quickly and go for cover in key positions, to give them angles on their opponents. Alot of players move on instict, however, like myself, many players can key up on when your fellow team mate is going to make a move.
As far as Captains are concerned, they primary objective is to make sure that he has the field covered. Obtaining key spots, using codes to help coordinate the players, and keep track of the eliminated players on the field. It is the Captain's responsibility to train and practice his/her team to teach them how to play instictively and play smart. Not to leave his team as lambs to the slaughter.
There are books that you can pick up.
I have had experiences playing against military groups. The most memorable games was when we played at a field in Temecula, CA, against a squad from Camp Pendelton, who were brought out by their drill instructor. There guys were doing all sorts of warm ups, drills, etc., to get ready for their game. When their game started, they were all over the field, and I mean all over the field ASAP. They were crawling, rolling, you name it, into the bunkers. I think there must have been a much higher level of adrealine with them, because most of them didn't feel it when they were physically hit. We had a blast playing and talking with them, because they were teaching us a bunch of procedures and moves (skirmish lines, etc), which they taught in the Marines. They had alot of fun as well. Many of them commented that it was similair to the military training, but definitely different.
Sean Takeda
The MPN Staff
Question:
Dear MPN Staff,
I bought a SC Carter Buzzard from Steve "Prez". He said you used to be the previous owner. I have a question about the "gas mileage" of the Buzzard. Right now I get about 20 shots per 12 gram. Were you able to get more? I figure I should be able to get 30-35 shots if I tune the springs right. Do you have any experience in this? Oh yeah, the cup seal is pretty much worn out. Do you think I should order a Phantom power tube and cupseal combo as a replacement?
As for my Sniper II, I'll leave it the way it is as the serial number is 8321 and I don't think it has the enlarged chamber like the newer bodies. Most likely I'll still change the springs for better CO2 usage.
Thanks and hope to hear from you soon
Ed
Answer:
Yes, I know Steve, he did buy the Buzzard. To answer your question, about 20 shots is right. Even if you fine tune the springs, the most I was able to get out of a 12-gram was about 25-28 good shots. As far as the cup seal, I haven't put a phantom cup seal or power tube in there, so I don't know how it would perform. The hammer and bolt in a phantom is much lighter than the one in the Buzzard (which is made of steel). The Buzzard hammer might actually be too heavy. You should be able to order the power tubes and cup seals from Earon Carter direct. You can reach them at Dye. You might want to try a power tube (#6) and cup seal from Lapco. I remember, that's the combo I used to use to get more than 25 good shots. The only thing is that you might have to cut the power tube down a little.
As for you Sniper II, you don't want it to be enlarged for low pressure. Mine is 6448 (converted Autococker). To get the most shots, use a red main spring, stock 99 valve, and a lightened main spring. I also have a Check-It Products S/S Ultimate seal and valve. That should get you around 25-30 good shots all over 285 FPS on a Sniper. BTW, you should also use a stock Budd Orr reg, pressured at around 500 PSI, or a Palmer Stabalizer regulated about the same.
Let us know if you have anymore questions, we
would be glad to answer them.
The MPN Staff
May Edition