Ramping
Posted: Wed Jul 27, 2011 11:06 pm
http://en.wikipedia.org/wiki/Paintball_marker#Ramping
Ramping
Ramping is a feature in some electronic markers that automatically changes the mode of fire from semi-automatic to fully automatic under certain conditions; normally upon a certain number of rapid shots being fired or a minimum rate of fire achieved and sustained. Ramping can be difficult to detect because ramping modes may be inconsistently used. Ramping modes can further be hidden in the software, ensuring that a marker will fire in a legal, semi-auto mode when being tested, but an illegal ramping mode may be engaged by the player under certain conditions.
Some leagues allow a specific ramping mode to prevent problems with enforcement, and to provide a more level playing field with regard to technical skill and marker quality (and price). The rule specifies a minimum time between shots resulting in a maximum rate of fire, and that a certain number of semi-automatic shots must be fired before ramping may engage. With players consistently using a standard ramping mode, players using a different mode are more easily detected.
The rate of fire is enforced by a "PACT" timer, a standard firearms timing device that measures the time between shots. The following are common league-specific ramping modes, preset in the marker's firmware:
PSP Ramping - Ramping begins after 3 shots; the player must maintain at least one pull per second to achieve/maintain ramping. The marker may then fire up to (and no more than) three balls per trigger pull in a "burst" fashion. Rate of fire cannot exceed 12.5 balls per second (as of 2011), even if the player pulls the trigger 5 times per second or faster.
NXL Ramping - Ramping begins after three shots; the player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 15 balls per second. Firing must cease immediately upon the trigger being released.
Millennium Ramping - Ramping begins after six trigger pulls at a minimum rate of 7.5 pulls per second; the player must maintain 7.5 trigger pulls per second to maintain ramping. Rate of fire cannot exceed 10.5 balls per second. When the player ceases to pull the trigger during ramping, no more than one extra ball may be fired after the last pull.
An interesting quote around 11:30 in: http://www.youtube.com/watch?v=fduiVqO5tyw
I agree that for renegade or rec-ball it should be 1 trigger pull = 1 ball shot. We're not commandos. It's unnecessary.
Discuss:
Ramping
Ramping is a feature in some electronic markers that automatically changes the mode of fire from semi-automatic to fully automatic under certain conditions; normally upon a certain number of rapid shots being fired or a minimum rate of fire achieved and sustained. Ramping can be difficult to detect because ramping modes may be inconsistently used. Ramping modes can further be hidden in the software, ensuring that a marker will fire in a legal, semi-auto mode when being tested, but an illegal ramping mode may be engaged by the player under certain conditions.
Some leagues allow a specific ramping mode to prevent problems with enforcement, and to provide a more level playing field with regard to technical skill and marker quality (and price). The rule specifies a minimum time between shots resulting in a maximum rate of fire, and that a certain number of semi-automatic shots must be fired before ramping may engage. With players consistently using a standard ramping mode, players using a different mode are more easily detected.
The rate of fire is enforced by a "PACT" timer, a standard firearms timing device that measures the time between shots. The following are common league-specific ramping modes, preset in the marker's firmware:
PSP Ramping - Ramping begins after 3 shots; the player must maintain at least one pull per second to achieve/maintain ramping. The marker may then fire up to (and no more than) three balls per trigger pull in a "burst" fashion. Rate of fire cannot exceed 12.5 balls per second (as of 2011), even if the player pulls the trigger 5 times per second or faster.
NXL Ramping - Ramping begins after three shots; the player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 15 balls per second. Firing must cease immediately upon the trigger being released.
Millennium Ramping - Ramping begins after six trigger pulls at a minimum rate of 7.5 pulls per second; the player must maintain 7.5 trigger pulls per second to maintain ramping. Rate of fire cannot exceed 10.5 balls per second. When the player ceases to pull the trigger during ramping, no more than one extra ball may be fired after the last pull.
An interesting quote around 11:30 in: http://www.youtube.com/watch?v=fduiVqO5tyw
Ramping should be banned except for in the professional leagues
I agree that for renegade or rec-ball it should be 1 trigger pull = 1 ball shot. We're not commandos. It's unnecessary.
Discuss: