The halo too is a goodie - even has a sound operated board which can improve your chances at a clear event
I believed I broke mine at time wars the other week.
In the final game I was one of the carriers of a device, so had my dam slung over my back - I forgot I was not in mag fed only mode and thus was relying on the feed neck clamp.
Made our way to the bridge, I got hit and left my teammate to get it onto the bridge (he did)
Went back to respawn and found I was hopperless on the way, but someone had picked it up and the Marshall had it, it was full of broken paint so went back to clean up, it wouldn't switch on so changed to rip clip.
Got back in game, we did the bridge run again, I knocked off another hopper
I prepared to strip & rebuild the hopper yesterday and this is what I found:
If you can drop or bash a hopper into something so hard that you bend the battery connector off a terminal and just crack part of the shell then I think that shows the hopper in a good light!
Regarding speed of a hopper:
Allowed rofs are limited, and are fast enough.
Pretty much any gun & hopper combination be ok
If you want to be certain to get a consistent feed rate then you want a force feed (see halo above)
Also ensure your gun has a system to ensure the ball is ready (eyes etc)
The order of hoppers is:
Basic gravity
Enhanced gravity (proto primo)
Any electric (agitated)
Force feed (electric, cyclone or QLoader)
Qloaders are a bit specialist and though I own two sets, are not realy worth the effort unless you realy have the need and time to deal with it