I agree that the effect of the learning curve is different - more experience/talent at billy ball will yield minuscule improvement in rate of fire, while more experience/talent with Splatmasters will yield more dramatic improvement in rate of fire.I disagree.
If 5 guys (never played before) play with splatmasters, for 3 days, then the most dextrous ones will, on the third day, be shooting at a higher rate of fire than the least dextrous, because, up to the point of maximum pheasable cycle-time, improvement is possible.
So therefore you can get better/faster at reloading a splatmaster with practice - (as fast as you can)
Billy ball is strictly limited to a preset maximum. - (as fast as you are allowed)
I will add that I have not used Billy-Ball in a game situation, only on a range, and I'm open to insight from people that have actually played games with it.
But the end result is the same - ability to increase rate of fire is limited by equipment; one by electronics and one by mechanics. Billy Ball has the "advantage" that all players are limited to the same rate of fire.
So with regards to your earlier post that Billy Ball is frustrating because your rate of fire is limited, I still don't see the difference between electronically limited and mechanically limited. *ALL* guns have their rate of fire limited. It's just a matter of where that limit is, and how much talent/experience affects the limit. (electronic - not at all, mechanical, a lot)
I mean, if you're frustrated by one ball per two seconds, why aren't you frustrated by only 10 balls in one second? Everything is the same, except the strategy that results from the different rates of fire. I think what you're really saying is you just don't like paintball played at slow rates of fire. But that's no more or less valid than someone who doesn't like paintball played at high rates of fire. And as I learned with the splatmasters, slow-rate-of-fire paintball is quite a bit of fun.