T68 SplitFire Dual Feed Paintball Gun

Posted by Mike On Aug - 12th - 2009

The T68 SplitFire features a dual-source ammunition feeding system, capable of providing two different types of .68 caliber ammunition at the turn of a dial. The T68 SplitFire can carry two types of ammunition simultaneously, and allows the operator to select the most effective projectiles for the situation - then change back as needed, at the turn of a dial. When the situation changes, so can your ammunition.

T68 SplitFire Dual Feed Paintball Gun

Tippmann TPX Paintball Pistol

Posted by Mike On July - 11th - 2009

NEW TPX Paintball Pistols .68 Caliber are now available. The new Paintball Pistols are compact and specially engineered to be lightweight and easy to maintain, customizable.

Tippmann TPX Paintball Pistol

T68 Gen6 AK47 Magazine Fed Paintball Gun

Posted by Mike On July - 12th - 2009

The new T68 Gen6 AK47 features all-metal construction with our internal Flexi Air System. The T68 AK47 is designed for scenario paintball and military training. As the "opposing force" marker, the T68 AK47 enhances military combat training, scenario realism...and is great when you want to play a bad guy for the weekend. More Information about the new T68 AK paintball gun.

T68 Gen6 AK47 Magazine Fed Paintball Gun

T68 UDSF Sniper Paintball

Posted by Mike On July - 13th - 2009

The new T68 UDSF Sniper Paintball Gun and upgrade kits. The T68 UDSF is designed for both sniper-style play and fast action CQB games. These new markers and kits are designed with the most realistic looks...and the hottest features so you can look your best while playing at the top of your game. More about the T68 UDSF.

T68 UDSF Sniper Paintball

Tippmann X7 Paintball Gun with Internal Flexi-Air

Posted by Mike On July - 14th - 2009

The RAP4 Flexi-Air system adds a realistic look and feel to your Tippmann X7, and will increase the performance as well! This is the best performance enhancing upgrade for your Tippmann X7. This internal Flexi-Air system is completely hidden inside - No external air line or hose. You can even attach a 5oz or a 3000psi compress air cylinder inside the butt stock. More about the X7.

Tippmann X7 Paintball Gun with Internal Flexi-Air

Rocket Propelled Grenade Launchers (RPG)

Posted by Mike On July - 15th - 2009

The NEW Rocket Propelled Grenade Launchers (RPG) for scenario paintball and Airsoft! The new grenade launcher add whole new elements and dimensions to scenario gaming and Airsoft, enabling even more realistic challenges--now you can take out a tank or bunker with dedicated, accurate, realistic equipment!. More about the RPG.

Rocket Propelled Grenade Launchers (RPG)

How to be a Paintball Sniper

Saturday, August 1, 2009

The paintball sniper is a player who is willing to be patient, play alone and is confident in his own abilities. Snipers don't require massive amounts of specialized equipment, just a good sense of where to hide and when to shoot. There's no magic gun that will allow you to get kills from 300 feet away or some magical camouflage that will keep you absolutely hidden, but some good strategy, smart thinking and a little bit of luck can help you become a true paintball sniper.






Equipment

Gun

The distance a paintball can fly is directly dependent on the speed a ball is traveling when it leaves the barrel. Since safety dictates that a ball leave the barrel at under 300 fps, very few upgrades will increase the distance that you can shoot from. The Tippmann Flatline barrel can add a certain amount of back spin to the ball and slightly increase your range, but from my experience, the increase in distance is not extremely beneficial because your accuracy will decrease the further you shoot.

Since most guns shoot about the same distance, be sure that you find a gun that is accurate and consistent. The key to being a good sniper is the ability to hit your target on the first try. A gun that does not consistently shoot the same speed or if there is significant variation in where the ball goes from one shot to the next will not allow for one-shot kills which are vital to the position. Look for guns with regulators (or expansion chambers if you use CO2) and read reviews to find out how accurate guns are. Additionally, be sure that your gun is not brightly colored - you need something that blends into the surroundings and does not stand out.

Barrel

Paintball companies constantly advertise how their barrel is better than the competition's, but the truth is somewhat different. Accuracy is more dependent upon the consistency of the gun shooting the ball, and any one barrel will not greatly improve performance if there is a good paint to barrel match. Choose whichever barrel you like, but make sure your paint properly fits your barrel.

Sights and Scopes

A gun sight or scope will only help if your gun shoots accurately and consistently. High powered scopes are nearly useless because paintball guns are not nearly as accurate as firearms and they take too long to use. Sights are typically only useful for your first few shots as they take too much effort to use during a fire fight. When I use a sight, I prefer a basic red dot sight that I can turn on when I need it, though I usually will play many games without ever turning it on.

Clothing

The key to being a sniper in paintball is stealth, so choose your clothing well. You don't necessarily need camouflage (though it often helps), but make sure your clothing will blend in with whatever your surroundings are. Army surplus and thrift stores are some great resource for some low-cost camouflage, or if you really want the best, many stores sell paintball specific camouflage. Some people also choose to wear a ghillie suit which really helps you blend in with your surroundings.


Positions

There are typically two positions a sniper can play, though the strategy is similar for each. The forward sniper rushes forward at the beginning of the game and establishes an advanced position while the rear sniper is primarily concerned with defense and flag protection.

Forward Sniper

At the very beginning of the game, the forward sniper's responsibility is to move as far forward as possible, only stopping when contact with the opposing team is imminent, conceal himself and wait for the perfect shot. As a forward sniper you should ideally be familiar with the field and choose a location that is adjacent to a trail or path that the opposing team might come down.

Rear Sniper

Before the game begins, the rear sniper should have a good idea where he is going to go. Position yourself far enough away from the flag that you won't be in the line of site of the other team as they approach the flag, but close enough that you will still have a good, accurate shot on anyone who goes for the flag.


Concealment

The key to being a sniper is to position yourself in such a way that you have a shot on the opposing team without them seeing you or being able to quickly return fire. When you hide, lay low and use your surroundings (bushes, trees, grass, rocks, etc.) to your advantage, and make sure that as little of your body and gun is left visible as possible. If it's a sunny day, take advantage of the shadows (they'll help you hide and keep you cool). A good hiding spot will make the difference between success and a quick trip back to the dead zone.

Forward Sniper

Position yourself so that you have a good view of the trail that you expect the opposing team will come down. Ideally, you will be able to see your opponents as they approach but they will not have a good shot at you. If possible, position yourself in such a way that the opposing team will actually have passed your position before you have a shot at them.

Rear Sniper

Don't hide directly behind the flag. Position yourself to one side or at an angle so that any opposing player who advances towards the flag must pass between you and the flag rather than forcing you to shoot past the flag towards a player. If the cover and terrain allow it, hide to the side of the flag so that you have a direct shot on the flag but the only shot the enemy has on you is a direct frontal assault.


Attacking

The key to being a sniper is to wait for your shot. Do not give up your position unless you have a sure shot - the key is to lay still and let them come to you. If you rush things you'll probably end up out-gunned with nowhere to run.

Forward Sniper

Wait. Wait. Wait. Make sure that you know how many people are in the group coming towards you and exactly what their formation is before you shoot. If at all possible, let the enemy pass your position before you fire - I can assure you that it's much easier to shoot a group of people if you are shooting at their backs. When you are ready to fire, pick the most dangerous target (the person with the most experience, the commander of the squad, the player who shoots the most paint, etc.) and open fire. Fire until they have called themselves out (don't count on your first shot hitting or breaking) and then immediately shoot towards the others in the group. If you are lucky, you'll be able to eliminate the entire group, but realistically you will only get one or two and the others will find cover. If they know where your position is and have a shot on you, it's time to move. If they don't know where you are for sure, just bide your time and wait for someone to walk back into your sights.

Rear Sniper

Patience is still important as a rear sniper, but the opposing team will probably count on defenders near the flag so the element of surprise is not as great. Make sure the opposing players are in range before you fire and make sure to lead your target if a player is running for the flag. Since you are the last line of defense you probably won't have the chance to retreat, so even if your position is discovered be sure to stay put and fight your hardest. If your hiding place is good, the only chance the enemy has of shooting you is to run out into the open while you stay put under cover.



Article Source: http://paintball.about.com/od/strategy/ss/sniper_4.htm

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