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Lowering of BPS limits - what say you?

Chicago

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Jan 31, 2005
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.33 bps? Are they out of their minds? Who came up with such an odd number? It will be a pain in the ass to program such a rate of fire by the user.
It's actually the reverse.

13.33 bps is MUCH MUCH MUCH easier to program into a board than 13 bps is. 13.33 is 0.075 seconds between shots. 13 bps is 0.0769230769230769230..... seconds between shots.

Which do you think is easier for a board to do?

Actually, since you claim to be coming out with a new board, I'd expect that you'd know the answer to that, but seeing your second post, I can see that you didn't know the answer, which makes me wonder about this board you're coming out with....
 

Fisz

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Jun 10, 2006
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.33 bps? Are they out of their minds? Who came up with such an odd number? It will be a pain in the ass to program such a rate of fire by the user.
I think you missed that part of what I wrote.
 

onasilverbike

I'm a country member!
who at the moment CAN cap there gun at 13bps and who can't (without a new board or having re-programed)

mine can :) so im happy but how much of a pain is it guna be for the rest of the world ?
Er, Milky, I'm sure there will v2.4 or something software soom enough so that you don't have to go to all the trouble of user defined ramping. Plenty of guns have such facilities but not all I grant you.

I only hope the Millennium Series follow suit because the last thing we need is different ramp rates depending where you play.

My view is it is a good move from the PSP.


Russ
Russ, just on a technical note, the ramp rates are already different, entirely a different parameter from the bps cap, a unified ramping mode would be a step in the right direction. Personally, I would be happy to see the PSP adopt the ramping parameters of the Millennium rules, as the higher kick in/drop out adds a different element and makes off handed shooting more of a skill, you don't after all see many Millennium players crawling up the snake ramping away with the gun in one hand. As to the rest of your post, I'm totally down with that.

On a note of paint prices, I really don't think that 2 bps will make a huge difference, what is more likely to is the price of corn, as far as I can remember the shells are formulated from gelatin/corn starch and the fills corn oil/water/colouring. I was watching something the other week about the rising costs of corn due to the increased demand for alternative Bio fuels pushing up the prices of foodstuffs in the States, surely if this is the case the cost of paint is liable to follow.
 

Russell Smith

The Paintball Association
Russ, just on a technical note, the ramp rates are already different, entirely a different parameter from the bps cap, a unified ramping mode would be a step in the right direction. Personally, I would be happy to see the PSP adopt the ramping parameters of the Millennium rules, as the higher kick in/drop out adds a different element and makes off handed shooting more of a skill, you don't after all see many Millennium players crawling up the snake ramping away with the gun in one hand. As to the rest of your post, I'm totally down with that.
I was as you are aware I was referring to the bps cap to be brought in line with each other.
Your point about the ramp not coming into play until a higher rate of fire is achieved is a viewpoint I do not agree with, let me explain.

The original idea behind allowing ramping was to stop some players/gun manufactures having an unfair advantage with cheats programed into their guns.
There was no easy way to stop the cheats so thats how the ramping rule come into being.
I personally wanted full auto after three shots with a twelve bps cap, it would have been very simple to check and at the time should have been done.
However nobody fancied pushing that forward so we had to think of a ramp mode that would still meet the criteria we needed it to do.
So 15bps kicking in at a rate of 5bps trigger speed became the norm, it was very easy for everyone to do - and that is what was needed.
Now when the Millennium series decided change the rate what they did was also allow cheats to prosper, I know two teams who have shown me guns were they have got cheats so after the start the gun reverts to PSP mode so off hand shooting is easier to attain, the cap is the same so how will a ref see it!
The ramp rule only works when it is easy for everyone to use or players will cheat.

Russ
 

Chicago

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Personally, I would be happy to see the PSP adopt the ramping parameters of the Millennium rules
How does Millenium enforce those rules though?

The thing about PSP rules is that there's no incentive to cheat - everybody can shoot the limit with three shots per pull, so there's no reason to make a gun that shoots 4 shots per pull.

How does Millenium check that a gun doesn't ramp until 6 bps or whatever, and not, say, 4?
 

Russell Smith

The Paintball Association
The Millennium has plenty of ways of checking that the gun meets there ramp rule, my point is they have no way of checking at what point the mode activates during the game (assuming a cheat is active).
The PSP also have no way of ascertaining that there players start to ramp at 5bps and not 4bps, but it is that easy to get to 5bps nobody would have to bother cheating.

Anti cheat ramp modes must be very easy for everyone on or off hand or the cheats will return.

Russ