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11-20-2012, 07:15 PM
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#22
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Join Date: Jan 2009
Location: Central-Cali
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I was told that the upgrade is only $600 + shipping which isn't too bad I guess
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11-20-2012, 07:17 PM
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#23
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5 Emblems 4 $25 ship'd!
Join Date: Jan 2010
Location: 702
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Looks interesting
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11-20-2012, 08:02 PM
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#24
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Bangarang
Join Date: Dec 2005
Location: Ann Arbor, MI
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I think the right move would have been to re size the field back to 150. From my time on the field inability to move wasn't why I would sit. It was because when I moved there was no reward to it. even the 50's the last two years have played like mid field bunkers. that extra ten feet gives several degrees more room to hide behind, and more time to react to paint coming in.
the extra ten feet didn't make it any harder to get to snake1... it made it harder to get eliminations from there. thus the reward for getting there is minimal.
shortening the field would have taken care of the distance between bunkers, And the real reason people didn't move.
I think this will have little to no effect moving forward. less than 10% fewer games going to time... Im not smart enough to decide if the extra bunkers giving more options will produce slower 5v5 points by giving more options OTB, or if they will provide extra lane blockers to encourage bigger moves...though the extra distance does negate those to some degree.
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Last edited by TherealInsomniac : 11-20-2012 at 08:17 PM.
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11-20-2012, 08:07 PM
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#25
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Mooserator
Join Date: Aug 2012
Location: Under The Sea
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The new layout seems nice actually.
I'll hopefully be playing PSP this season so I'll see how the fields are when I'm on 
__________________
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11-20-2012, 08:24 PM
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#26
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Giant Paintball Robot
Join Date: Aug 2006
Location: New Zealand
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Clear bunkers actually sounds kinda fun...
Better to scrap the flags and use touchdown lines if you really want to promote movement and strategy though.
This seems like a step in the right direction anyway.
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11-20-2012, 08:32 PM
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#27
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Join Date: Jan 2005
Location: Ohio
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If they were clear enough to see through you could hide all day until you saw someone move. It would also be hard as hell to bunker anyone, unless you're playing Helen Keller.
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11-20-2012, 08:48 PM
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#28
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Join Date: May 2011
Location: Florida
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Soon well be playing hide and go seek between so many bunkers.
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11-20-2012, 08:52 PM
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#29
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Nick Mace
Join Date: Dec 2007
Location: Naples,Fl
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Love the idea, keep up the good work Damian
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11-20-2012, 08:52 PM
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#30
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Join Date: Mar 2012
Location: Bridgewater
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Quote:
Originally Posted by vincib
The layout needs to promote player movement, not more places to hide. Movement creates action, ~ action creates...
More action will be the basis for the strategy to win, not the 15bps your back players can put out for 3 minutes or the ability to get a key spot (snake) and hide while you pop up occasionally.
I think Clear bunkers would be an interesting idea. You can hide for protection but you wont stay long, just a thought.
Or maybe a hockey/lacrosse style rule, if one player crosses a certain point, the whole team has to either get to that point or the other team is given a one man advantage. Something to promote movement and strategy that fairly easy to understand by an onlooker.
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What hockey/lacrosse rule are you referring too? Clear bunkers would end up covered in paint. And PSP is 12.5 bps
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11-20-2012, 09:27 PM
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#31
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I would like to point out that even though I just got into the world of speedball and I am gradually progressing over time that I do not really see the pros and cons of this new setup. I'm just going to go with whatever the new and future regulations will throw out. There is, however, one small detail that erks me about this new field layout with the addition of four more bunkers.
WHY DOES IT LOOK LIKE A KITTY FACE?!
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11-20-2012, 09:30 PM
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#32
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Bunkers that are farther back mean that players can live back there easier. Maybe this will help D1- Pro players but this could potentially be even worse for the divisional kids. If you're not getting angles on the guys when you're at the 50, how does this solve anything?
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11-20-2012, 09:42 PM
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#33
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Ka Funf
Join Date: Mar 2010
Location: Lincoln Heights Ca.
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Clear bunkers would slow the game up. Snap shooting wouldn't work anymore.
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11-20-2012, 10:07 PM
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#34
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Giant Paintball Robot
Join Date: Aug 2006
Location: New Zealand
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Depends which bunkers you make clear really.
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11-20-2012, 10:14 PM
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#35
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Kong-Ker
Join Date: Jan 2004
Location: RIP Ronnie
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It's great to see that speeding the game up is a priority. How come shortening the field again isn't ever seriously looked at. It would cost fields nothing.
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11-20-2012, 10:16 PM
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#36
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A Complete Vulgarian
Join Date: Jun 2004
Location: NWA
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Quote:
Originally Posted by NJjesters4
...How come shortening the field again isn't ever seriously looked at. It would cost fields nothing.
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I suspect your last sentence is the answer.
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11-20-2012, 11:42 PM
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#37
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Johnny.Won
Join Date: Dec 2005
Location: San Francisco
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finally i can run to snake in peace! well not exactly but most games you say your little prayers before running otb as fast as you can to snake with these wide *** gaps, all the back center has to do is sit there and try to lane you out while your putting all your effort to dodge the paint.(definitely is a skill to lane your opponents. I have been playing snake since 2006 and my laning needs work)
(if its turf and your at a tournament its fun to slide hella far! but paint everywhere makes it super slippery so ya kinda have to pitter patter your movements)
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Last edited by jabinx : 11-20-2012 at 11:46 PM.
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11-21-2012, 02:59 AM
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#38
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Kingkongpb.com
Join Date: Jan 2008
Location: maryland
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Quote:
Originally Posted by jabinx
finally i can run to snake in peace! well not exactly but most games you say your little prayers before running otb as fast as you can to snake with these wide *** gaps, all the back center has to do is sit there and try to lane you out while your putting all your effort to dodge the paint.(definitely is a skill to lane your opponents. I have been playing snake since 2006 and my laning needs work)
(if its turf and your at a tournament its fun to slide hella far! but paint everywhere makes it super slippery so ya kinda have to pitter patter your movements)
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Great to know
... But. Buying additional bunkers= more money. Additional bunkers in the back has more guns up off break= more money. Longer points will create overtime points= more money.
More money, more problems
I will never check this thread again. Just my opinion, don't try to fight or what ever tickles you, i probally will not have a response. 
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11-21-2012, 03:39 AM
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#39
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Dune Buggy Johnson
Join Date: Dec 2003
Location: new jersey
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I had to run across the huge lane to the first dorito at MAO it sucked.
Thank you Damien i appreciate the effort you put into this.
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11-21-2012, 03:48 AM
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#40
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coming in hot
Join Date: May 2005
Location: NWA
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money money money ball why do you think there are changes and upgrades to the already working fields every single year? there was nothing wrong with the old field size there was nothing wrong with the 2012 season except having the same layout twice. But everything continues to change so just adapt!
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11-21-2012, 04:01 AM
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#41
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MW
Join Date: Jan 2008
Location: Davenport, Iowa
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Quote:
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Originally Posted by kbarts9019
What hockey/lacrosse rule are you referring too? Clear bunkers would end up covered in paint. And PSP is 12.5 bps
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Boom.
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11-21-2012, 05:20 AM
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#42
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Join Date: Jan 2005
Location: Richmond, VA
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I have to agree with some of the people already posted that think this will slow the game down... I primarily play Doritos at cup, and d1 was the bunker u wanted to get to... The pin was garbage, and the 50 didn't provide the number of shots to make the bump worthwhile, so I would sit and dump 4-5 pods or until we got up 2-3 bodies before we pushed... It wasn't that difficult to make it to d1, even sometime on the break, but it just wasnt enough reward to bump up after that... Same with snake 1 providing more shots that the snake 2... I wasn't the lack of bunkers, but the reward on the bump that held people back... I think this idea will slow games and make teams shoot more paint!
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