This is an update of the original "terms of paintball" sticky
. The creator never edited his original post, and it was pretty weak having to tread through all those pages getting the information you wanted. So here's an updated, fairly comprehensive list. Please post any additions/corrections. Enjoy!
: 12 gram CO2 "powerlets" used for many years in pellet rifles. Powered the early paintball guns.
: The (usually imaginary) line that cuts the field in half.
ACE (Anti-Chop Eye)
: Any infrared LED "eye" system which is used to detect the presence of paintball in the breech to avoid chops. Can be either a multi-part break-beam system with a transmitter on one side of the breech and receiver on the other side, or an all-in-one transmitter/receiver unit which reflects light off of the paint. Sometimes used as a verb, such as "I need to ACE my gun."
: A type of Speedball which uses inflated bunkers. Different shaped bunkers are typically referred to as follows, but can be called many other things:
- Dorito : pyramid-shaped bunker with 4 faces, each one shaped like the chip
- Dot : A shorter (less than 4') stand-up
- Ladder : A specialized Snake with sections that jut out perpendicular to the bunker
- Rocket/Pikachu : A short cylinder with two small triangles
- Snake : usually a series of long, low bunkers at the 50
- Stand-up/can : A tall (6'+) cylindrical bunker
: A special CO2 tank designed to prevent the gun from sucking in liquid.
ASA (Air Source Adapter)
: Any air source connector that uses standardized Tippmann CO2 bottle threading, such as most vertical adapters and bottomline setups.
: A plug that goes in the business end of the marker's muzzle. It prevents projectiles from accidentally leaving the gun.
: The time limit set between the instant a ball is recognized by the eyes and the trigger is pulled that the gun will fire
Blind Shooting (tournament)
: Using the trajectory of paintballs to arc a shot over a Bunker to hit a target you cannot see directly. You are looking where you are shooting, but can't see exactly where the paint ends up. Bunkers with good "blind shots" are typically very key in tournament play.
Blind Shooting (recreational)
: Shooting your gun somewhere where you are not looking--that is, your line of site is not down the barrel while you are firing. Not allowed at fields, since it can lead to multiple close-range shots to other players and referees.
: Excess gas which escapes around the bolt while firing which can push balls back up into the feeder slightly, causing slower rates of fire. Also used to refer to mechanical guns which use CO2 to push the hammer assembly back to cock.
: Shooting a player who has already been eliminated. Sometimes done in tournaments to prevent a possible Dead Man Walk.
: Usually refers to the local of the CO2 tank on the bottom rear portion of the marker's pistol grip. Desired since it makes siting the gun with a mask on much easier.
: A paintball that bounces off of your body instead of breaking.
Bounce (Electronic Trigger)
: Electronic trigger bounce is caused by the imperfect electric connection in an electronic switch. The trigger is not "on" or "off," it is a series of uneven pulses sent to the board. If the pulse is uneven enough that the board thinks there were two trigger pull events, the gun will fire twice. Raising the debounce setting on the board will help alleviate this problem.
Bounce (Mechanical Trigger)
: Mechanical trigger bounce is when the trigger pull is so short that the recoil of the gun moves enough to fire the gun again. Typically only a problem with electronic guns, due to their very light trigger pulls. Raising the debounce setting on the board will help alleviate this problem.
BPS (Balls Per Second)
: How many balls a paintball gun can fire in a second. Usually grossly exaggerated, usually referring to CPS. Also see CPS.
: No, not when it's time for a smoke. This is the very first part of a match where everyone is running for their Primary Bunkers and/or Keying/Laning.
: An object or embankment on the field that a player uses for cover.
: To charge a bunker and eliminate, at close range, any players hiding behind it. Can be done over the top, right to the side, or down the middle of the field at longer range.
BYOP (Bring Your Own Paint)
: You may bring outside paint to the field (also see FPO)
CA (Constant Air)
: allows marker to use bulk CO2 tanks rather than 12 gram.
: If a bolt is in the firing cycle when a paintball isn't fully loaded into the breech, it can push the paintball against the feedneck hard enough to break the paint. If it's not pushing the paintball hard enough, it's said to pinch the paint--the bolt bounces off the paint, or just pushes against the paint until the cycle can be completed.
: A device used to measure the velocity (speed) of a paintball coming out of a barrel. The safe maximum speed of a paintball is 300 feet per second.
CO2 (Carbon Dioxide)
: Compressed gas used to power markers. Originally used because CO2 turns into a liquid at 'room temperature' at around 850psi, so bulk storage was reasonably cheap, and small 12g cartridges were readily available and could accomodate a number of shots. Has since been replaced by HPA tanks at the higher levels of the sport.
: See HPA
: Shooting a lot of paint at an opponent's bunker so a teammate can more easily move.
CPS (Cycles per Second)
: How fast a paintball gun can cycle without paint. Not very important to the overall quality of the gun, and usually reports of the fastest CPS of a particular gun aren't full cycles that could actually fire a paintball at 300fps.
: Where a player goes when they are eliminated in Speedball. Each team usually has their own, and each team usually Breaks (starts the game) from their dead box.
Dead Man Walk
: A player who looks like they are walking towards the dead box after being eliminated, but is not actually eliminated. At some point during their walk, they will either dive into a bunker they want to get to, or start shooting opposing players. Also the reason for (most) intentional Bonus Balling.
: When the trigger pull of a gun is shorter than the movement caused by recoil, the act of firing the gun can cause double (or more) trigger pulls. Debounce is a feature added to the programs in electronic guns that will ignore trigger pulls which happen within a certain window of time after the trigger is pulled. This keeps the guns from 'running away' into full auto.
: Keeps paint from rolling either forward or backward at the very bottom of the ball stack, in the breech. Prevents the bolt from chopping paint due to a ball moving down the breech prematurely, and another ball partially loading behind it. Also see chop.
: Cycling a paintball gun with air but no paint.
: How long the hammer remains foward during the firing sequence. In other words, when you shoot the gun, the hammer is driven foward by air and held in that postion for a few milliseconds. this allows more or less air to flow through the valve depending on how long the Dwell is set for. the longer its foward the more air is let through the valve and vice versa. Only used in reference to Electropneumatic guns.
: A fancy term which refers to a paintball gun that is operated with a solenoid-driven ram.
: Electronic components that are used to detect whether or not paint is in the breech. There is either a transmitter on one side and a receiver on the other, called break-beam, or a reflective system on one side.
: Using your (usually) middle finger to pull the trigger while your trigger hand is not touching the gun. Please don't do this, it makes you look ridiculous. Also see Raking and Walking.
: see Hopper
FPO (Field Paint Only)
: You must buy paint at the field (also see BYOP)
FPS (Feet Per Second)
: The measurement of speed at which the paintball travels. 300fps is the maximum velocity a paintball may travel safely. 300fps is approximately 200mph.
FSDO (First Shot Drop Off)
: When the first shot has a low velocity, or doesn't even leave the barrel. Typically only evident after a gun hasn't been fired for at least a few minutes.
: Hit in the goggles by a paintball.
: see Pod