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Old 02-04-2013, 11:38 AM #22
Bunkrking789563
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lol you don't need 26 cases...There's so many things that play into this. For instance some games you could close out really fast and only end up shooting 1 or 2 pods. Then there's other games where you might end up shooting 4 or 5 pods. I'd say just go with 3 cases each to start off with, if you need anymore then you can always just go buy more.
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Old 02-05-2013, 11:35 AM #23
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Quote:
Originally Posted by Bunkrking789563 View Post
lol you don't need 26 cases...There's so many things that play into this. For instance some games you could close out really fast and only end up shooting 1 or 2 pods. Then there's other games where you might end up shooting 4 or 5 pods. I'd say just go with 3 cases each to start off with, if you need anymore then you can always just go buy more.


100% correct. My team started with 16 assuming that would be enough which it normally is. As the day progressed we had to keep buying more. I dont see us ever shooting 26 cases again, its all about the circumstances (22 teams and a lane locking field) but keep in mind that if u want to advance in a tournament u have to be prepared to buy as much paint as needed. U never want to have a paint conscience in a tourney
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Old 02-05-2013, 12:42 PM #24
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How many pods do you recommend each player carry? By position if course
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Old 02-05-2013, 05:55 PM #25
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No less than 5. You will have games when you don't even go through the hopper, but when a point goes long and maybe it's a 1v1 you don't want yourself or your teammate thinking they might run out. Goes for air too. Keep those tanks topped off.
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Old 02-06-2013, 12:17 AM #26
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I do the following chart for my team
(#of players)x(race to)x(days)
so for a race2 3man its 6 cases
5man race 3 2 day is 30
10man race5 2 day
100 cases
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Old 02-06-2013, 12:19 AM #27
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Hmmm. Doing 3man RT2 and we were thinking 6 cases was just for prelims. (9 other teams) How well does that formula usually work out?
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Old 02-06-2013, 12:23 AM #28
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Quote:
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Hmmm. Doing 3man RT2 and we were thinking 6 cases was just for prelims. (9 other teams) How well does that formula usually work out?
it always ends over required by a little.
last year we had about 1 and a half cases left over per 3man
but players tend to shoot less if there is less paint remaining, I need all guns hot from horn to horn so I have more paint.
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Old 02-06-2013, 08:12 AM #29
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playing 3-man or 5-man (aso long as you're not playing with the big dogs, in which case i dont think you'd be asking this question), everyone buys a case per man on the team. I.e. 3-man = everyone buys 3 cases, for a 9 case total. 5-man = 25 cases. this is just a rule of thumb i have followed and found to be very effective. 3-man games go by in seconds flat and in 5-mans you will burn paint, no ifs ands or buts.

plus the extra paint you dont shoot means you got high quality **** to shoot next weekend at practice
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Old 02-11-2013, 11:07 AM #30
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well it depends of how many teams are going to participate, how <<trigger happy>> you are and your skills and experience. Also it depends from your opponents but most of all, it depends from your performance.

Sorry, i didnt helped a lot
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Old 02-11-2013, 03:03 PM #31
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I figure that on average, you shoot 1.25 cases per game collectively as a team per point/game. So if you play 8-12 prelim games, and then 4-6 final's games, you'll be playing between 12 and 18 games. So I would figure for about 15 to 22.5 cases

Good luck!
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Old 02-11-2013, 05:29 PM #32
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If you intend to go deep in the tournament, 20 cases isn't out of the question. As has been said, there are a lot of variables in play, but the one constant is that you don't want to get caught running out of paint in the late rounds of a tournament.

Worst comes to worst, you have some left over. If you're lucky and your next event isn't too far off, just store that paint, keep it turned, and shoot it for the next tourney too.
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