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PanAm Circuit
NEWS AND NOTES
Pan
Am Website News and Notes Update 12-29-03
The
PanAm Circuit will have a new name for 2004, the Xtreme Paintball
Sportz League or XPSL.
The new site will be up shortly. Also
new for 2004, ALL PROFESSIONAL REFEREES!! Teams will not
ref each other beginning in 2004.
Also, the XPSL will feature all
concept fields, a 7-Player format, unlimited paint, and NPPL
rules.
* Ad space
for the Pan Am 2002 yearbook is now available in either
full-page or half-page formats. Your ad will be seen by thousands of
paintball players and community members! The prices are affordable,
the yearbook is exciting, and the exposure is fabulous. Interested?
Call (888) 370-8749 to reserve your ad space.
* ATTENTION
TEAMS: Be sure to check out our vendor booths at all of our Pan Am
events. Most (if not all) of our many sponsors will be at each
event. With great gear, great prices and the latest in paintball
technology and equipment, you wont want to miss a thing that these
vendors have to offer! Its always changing and improving. See you at
the next Pan Am!
* Be sure you don't miss out on the coverage
of Pan Am events on WARPIG.com. They have the most
thorough coverage, as well as cool pictures from every event.
Warpig.com is the first and largest online paintball resource. It
was created by paintball players for paintball players. Warpig.com
features tech guides, product reviews, free classified ads,
auctions, discussion forums, live chats, how-to articles, field and
store finders, on-scene tournament reports, tournament reports,
tournament rules and schedules, massive photo galleries and the
internets original paintball TV show PigTV. WARPIG.com isn't just on
the cutting edge of tournament information services, it is the
cutting edge of tournament information services! Accurate,same day
posting and fair, balanced reporting makes WARPIG.com the only
choice for paintball information.
Comments on the Classification
System
A decade ago there
wasn't a classification system in paintball. What we now call
Rookie, Novice, Amateur, and Pro-level teams all were mixed
together, and (as anyone who doesn't like losing can imagine)
tournaments were not particularly pleasant experiences for those at
the bottom end of the curve. Things changed profoundly when the
GWS/PanAm Circuit developed different divisions and later instituted
a classification system to monitor individual participants. Since
then new players have been much more willing to try tournament
paintball, and experienced players/teams have stayed committed to
the sport much longer. For proof of how well the PanAm
division/classification system works, check out the number of Rookie
and Novice teams who have played the Circuit over the last four
years.
While everyone seems to appreciate the benefits of the
division/classification system, every season literally hundreds of
players ask us to make an exception for them. And all of them give
basically the same reason: They are not "ready" to move up. They
feel their skill level, for one reason or another, has not improved
enough for them to be able to compete (and win!) at a higher
level.
The problem for the PanAm is this:
Determining which players should play at what levels cannot be based
on an individual's skills. How can we evaluate and determine if
someone is a strong player on a weak team or a weak player on a
strong team? We can watch someone play, but how do we know if he is
having a good or bad tourney? And how can anyone tell which is what
when an entire year of tournament play consists of only five or six
events, often with substantially differing team rosters from one
event to another? Trying to quantify an individual's paintball-skill
level is far too subjective, especially when we are dealing with
over 2,000 players on the Circuit. The only objective method to
determine which level players should be competing at must be based
on experience.
The good news, though, is that years of
experience and tournament paintball skill are intimately linked. In
most cases, they are one in the same. Approximately 80% of the
learning curve for the vast majority of players occurs in their
first year of tournament play. In the second and third year they
refine what they have learned. By the fourth year a player and/or
team usually has reached its potential regarding skill development.
Consequently, the GWS/PanAm classification system is divided into
first year for Rookies, second and third year for Novices, and
fourth year and beyond for Amateurs. Our classification system
accurately reflects the skill levels of players and teams. But we
realize it isn't perfect, which is one of several reasons why we
allow players (one for 5-, two for 10-) from a higher classification
to play on a lower division team.
Some people feel they
shouldn't have to move up if they skip playing for a year or two or
three. Their reasoning is that by not playing, their skill level
decreases. The PanAm disagrees.
From an organizational
standpoint, how are we supposed to know what "skipping a season"
means? Does it mean you didn't play the PanAm... but you played the
NPPL? Does it mean you didn't play in any tournaments for a year...
but you practiced with a tournament team every single weekend? Or
does it mean you only played walk-on once a month, or didn't play
any paintball at all? How exactly is the PanAm supposed to monitor
and verify your type and amount of play for the year? It's not
possible.
From a skill level standpoint, sitting out a season
does not negate paintball skills. That's a fallacy. You don't forget
the lessons you learned from the experience of playing tournament
paintball, so a few practices is all it usually takes to bring you
back up to the level you were at before you stopped playing (even if
you have aged dramatically). The truth is 90% of paintball is
mental, not physical, skills.
It's natural to want to excel
at a sport, to want to win. And it's reasonable to take advantage of
the rules to improve your chances of winning. But sometimes, for
some players, the desire to win becomes more important than the
fundamental principle of sportsmanship, which is fair competition
between relatively equally skilled competitors. Here are some
suggestions if you think you're not ready to move up: 1) Try to get
on a really good team. 2) Practice more often, and work on your
weaknesses. 3) Read some of the articles in paintball magazines. 4)
Consider playing skills; what exactly are they, and how does one
improve them? 5) Study players who are better or worse than you. 6)
Work on your self-confidence, and take an honest look at why you
want/don't want to play tournament paintball. 7) Stop bashing squids
in walk-on games. 8) And last, but not least, treat paintball as a
game: Enjoy the sport's competition without fixating on the need to
win.
About "Stupid Questions"
There have been
1,000s of questions on this message board, to which the vast
majority of PanAm Staff responses have been written by me, Russ
Maynard. And my usual response to most rules and regs questions is,
phrased in one form or another, "go look it up." Some of you think I
am calling you "stupid" when I tell you to go look it up. You take
my response as an insult. You think I am being cynical. You wonder
why I don't "just answer the question."
The reason I tell you
to "go look it up" is because I want you to really KNOW the answer.
I want you to see it in print so you can appreciate that it's
permanent and applies to every player, not just you. Also I want you
to research, read and think about all of the PanAm rules and
regulations instead of just the one you asked the question about. I
truly want you and every other player to be knowledgeable and
informed.
Why? Because if you really know the PanAm rules and
regulations, if you take the time to research, read and think about
them, you will play better and you'll have a lot more fun at our
tournaments. You won't be confused by what's going on around you.
You won't feel worried and insecure. And you won't have to rely on
the accuracy of the comments, opinions, advice, and interpretations
you hear from other players. You'll be relaxed and free of needless
doubts. You'll be self-reliant.
Self-reliance is an important
virtue, especially in paintball. All the good players and teams have
developed it. Self-reliance, which is the key to self-confidence,
often is mistaken for arrogance by people who don't trust
themselves. Self-reliance comes from "doing it your self." Look at
it this way: If I answer one question for you, you'll have only one
answer. But if I tell you where to go for the information, you'll be
able to answer almost all of your questions.
And it's not
like the research is that hard. The PanAm rules and regulations are
simple and easy to read. They are not tax codes, tech manuals or
legal documents. The language is so straight-forward, most players
can read all the web site information in less than a couple of
hours.
If you understand what I've said so far about being
self-reliant, then you can see the difference between a good
question and a stupid question. A stupid question is any question
that the asker hasn't tried to answer for himself. A stupid question
is a thoughtless question. A stupid question is a lazy question.
When people ask a stupid question, what they really are saying is,
"I want you to treat me like a child and do the thinking for
me."
Well, the job of the PanAm staff is not to think for
you. We don't want to treat you like children (that truly would be
cynical of us and an insult to you). This especially is true for me,
personally. That's why my minimum charge for answering stupid
questions (for doing your thinking for you) is $2. This doesn't mean
I don't like to answer questions, I do. I love thoughtful questions,
interesting questions, questions that stimulate my mind and expand
my ability to communicate.
So the next time you see a PanAm
Staff posting that tells someone where to go for the answer, realize
that it's just Russ treating the asker like a self-reliant,
self-confident, intelligent adult. That's how I want people to treat
me, and that's how I will continue to treat
people.
Comments on Limited Paint
Several players
posted comments about the PanAm’s 200-rd. paint limit being too
strict. They believe the PanAm Circuit would be much more popular if
it was unlimited. Here are some of the opinions and
responses.
Dan Bonebrake wrote: I once thought just
like you. I played the GWS before I became part of the staff. My
team, at the time it was Phantom Force of Oregon, didn't want to go
to a limited paint event but we decided to give it a try. We ended
up playing the whole circuit for two years and winning the overall
title. We then moved on to the NPPL and played unlimited paint. Two
years later we went broke and the team dissolved. I went on to play
with Avalanche and won the World title last year. I love the sport,
both limited paint and unlimited. They are two totally different
games. You can enjoy them both. The two biggest differences are 1)
it is a whole lot cheaper to play limited paint events, and 2)
limited paint promotes more movement, which means more
action.
Now about getting more teams if the series was
unlimited? The biggest 5-player events in the Western U.S., for the
past five years and running, have all been our limited-paint events.
And they keep growing each year. It doesn't matter anyway. We just
want to offer an affordable alternative for those of us on a
budget.
Russ Maynard wrote: About this "More Paint"
issue: Isn't being a really bad shot embarrassing anymore? Doesn't
195 misses for every five hits seem a little ridiculous? And that's
just one player; for a whole team, that's 995 misses for every 5
hits! And you complain 200-rds. per player isn't enough?!! Come on
guys, listen to yourselves! You're saying, "Missing with 99.5% of
our shots doesn't cut it! We NEED to miss a lot more!"
Those
of you on the more-paint side of the issue are really saying you
want to take the athletic and intellectual skill out of paintball.
You want to limit the importance of teamwork, tactics, movement, and
real shooting ability. You want to replace these skills with
squatting behind a bunker and raining paint. Do you really think
that type of paintball is a test of ability, a game of skill rather
than luck?
Unlimited paint is nothing more than a test of 1)
who can afford to waste the most paint, and 2) who's got a paintgun
& air system that can shoot lots of paint, real fast for 10 or
20 minutes.
I'm afraid you "more-paint" guys have been
brainwashed by the advertising propaganda. You believe that better
technology will make you a better player.
Here's the truth:
There isn't a single "good" player out there who is handicapped by
only 200 rounds per player per game. What there is a lot of are
players who don't have developed skills, players who try to rely on
more/faster paint shooting to hide their deficiencies.
Here's
my advice: Challenge yourself! Instead of wishing for a few more
rounds, stop wasting all those shots. Instead of trying to base your
game on better technology, learn how to play the game better. You
can become a good player if you work at it. You don't have to fake
it with firepower.
Once you try it you'll see that limiting
the paint keeps tournament paintball an interesting, challenging
"sport". Unlimited paint turns it into a boring, predictable arcade
"game".
John Enge wrote: I hope Dan (Bonebrake)
stands by this and goes out to play his NPPL games with only a
hopper. While you're at it, get all of Avalanche to go out with only
hoppers full. ;)
Alright, here's my stance (not that anyone
really knows me or cares). I like the fact that the Pan-Am has a
paint limit. It lets everyone compete on level ground, and I usually
play this way. But our sport has changed since the days where every
shot was at your opponent, and that has to be recognized. There are
other things that paint is used for these days. Shutting down a
running lane on the break out, so your opponent can't get to that
spot and take your team out in 5 shots. Keeping an opponent down and
tapping his bunker so he can't hear that guy running up to bunker
him, and so he can't pop up and shoot him. I've even seen some guys
who were totally covered by an opposing player -- and they would be
dead if they popped up to shoot -- start shooting just above the guy
covering them so he'll have to duck in, and then they come out and
shoot the guy who was just previously dominating the situation.
There are so many other instances that I could site of off the top
of my head, but it's really not relevant. But my point is you can't
say that the top teams in the world are bad because they shoot so
much paint.
Making a 200 round limit is definitely a
challenge, you can't dispute that. I applaud the Pan-Am for having
that limit, it definitely takes balls (no pun intended) to do that
in a community used to no paint limits. Also, this brings up that
you aren't going to be drowned in a sea of paint by the other team,
and you can't stall them with the wall of paint, so you're forced to
use new tactics, therefore making the game more intelligent. You
have to really pick and choose when you're going to shoot. It's a
much different game with the paint limit, go for it. Play it, IT'S
FUN!!! And if you don't like it and you want to shoot more paint, go
play something not Pan-Am. Other tournaments are popping up all over
the place. The fact here is, it's not going to change. The paint
limit is part of the appeal of the Pan Am. It's what got me playing
the Great Western years ago, and it will keep drawing in players.
So, let's not complain about the paint limit. Embrace it. It really
will help you with your skills.
Well, that's just my stance.
No offense meant to anyone, I'm just sayin'.
Russ
replied: You need to re-read what I said, carefully this
time. There's a big difference between what you think I said and
what I actually wrote. What I said was "a limited-paint format is
not a handicap to good players." I did not say, “unlimited-paint
players are not good players." There is a clear and important
distinction between what I said and what you think I said. Hopefully
you can understand the difference, because I enjoy hearing from
players with opposing opinions. But please keep your comments
accurate. Do not twist what I say to try to make your
point.
Also, all the instances and situations of cover fire
you pointed out occur in limited-paint games as much as in
unlimited-paint games. But with limited paint, you have to do it all
better because you can't afford to waste paint. Your cover fire has
to be more effective (i.e. more accurate), your team movement
(bunkering) has to be better timed and executed, your pop-up
shooting skills have to be more refined, your shot strings to
control a lane have to be controlled, well timed and accurate. On
and on and on. Limited-paint players are forced to develop these
skills to a higher level.
Let me put it another way: You have
the same game situations, whether the format is limited or unlimited
paint. The difference is how well you as a player and team can
handle these situations. With a 200-rd per player/per game format,
you cannot rely on firepower technology. You cannot dominate the
other team by shooting more/faster. You have to use other skills
besides a twitchy finger. It takes more team and individual skill to
play limited paint.
I support my opinion with this: Take ten
average limited-paint players and ten average unlimited-paint
players, both groups with the same amount of tournament experience.
The performance of the unlimited players will not decline if
they play in an unlimited paint tournament. But the performance of
the unlimited-paint players will tend to decline in a limited-paint
tournament. The reason is, it takes more and varied skills to play
well in a limited-paint formats. And developing these skills will
make you a better player in limited AND unlimited
games.
John replied: Hey Russ... I wasn't trying to
twist your words. I know you wouldn't make a statement like that,
you're smarter than that. I have heard some people, (usually new to
the sport) who have said that. I'm sorry for the misunderstanding.
My comments were not directed towards you, they were just to
everyone who was reading this string.
As for the rest of your
post, I HIGHLY agree. I'm very glad I got my start in the GWS
because I know it developed more useful skills than shooting fast
and shooting lots. I've seen people used to the unlimited paint
format who have been playing as long or even longer than some people
I knew who had only been playing for a year or less in the GWS, but
their timing and accuracy wasn't nearly as honed as the limited
paint player. I'm right behind you on that
stuff.
Anyway, sorry for the misunderstanding. What I really
wanted to say with my post is, to everyone who is resisting the
limited paint format. Play it for a while. Once you've adjusted to
it, you'll love it! And it WILL help you. Russ
replied: Hey, no offense taken! I like hearing your comments.
I hope other players will talk about the limited-paint issue, which
to my thinking, is the future of the sport. I believe limited paint
brings out the athletic and intellectual best in paintballers. As an
example, I don't think unlimited-paint games are spectator
friendly... especially on TV. Too much firepower creates a bunker
mentality. A reasonable limitation, on the other hand, encourages
action. To me, unlimited paint games are like basketball without a
shot clock.
Dan replied: Check out my previous post
in response to limited paint. John, you have a very good
understanding of both the limited paint and unlimited paint games.
There are people on both the sides of the argument that feel
strongly about their opinion. That’s okay. Then there are the
majority of us, you included in this, that understand both games
have their good and bad points. I get tired of people ripping one or
the other. Let’s be opened minded here and understand that there is
more than one way to play the game. Yes, limited paint events are
fun and require a different style of play. That does not mean
unlimited is not fun, and "no", unlimited play does not mean you are
not a skilled player. I love both styles! I am just glad PanAm is
here to offer people another choice, because without us, would there
be another alternative?
Who Is the PanAm Staff
The PanAm Circuit
has brought together an outstanding group of paintballers. They all
are experienced professionals who are highly respected for their
contributions within the sport. Here is brief paintball biography on
each of the key PanAm staff members.
RUSSELL MAYNARD: As the
founding editor of APG Magazine (1985) and an original member of the
board of directors of the International Paintball Players
Association (’87 – ’92), his efforts have substantially contributed
to the positive growth and development of paintball. His legacy
includes co-authoring the original IPPA tournament rules, safety
standards and field-certification program as well as developing the
original GWS rules, format and classification system. This year he
teamed up with Bill Cookston and Jessica Sparks to write the sport’s
first standardized tournament rules.
Russell’s playing awards
include regional, national and international championships as a
member of teams Sudden Death, Friendly Fire and Green Machine. As a
ref, player or producer he has attended over 150 tournaments since
1986.
Russ produced the first Great Western tournament in
1991, then expanded it into the Great Western Series of tournaments
for the 1993 season. By the end of the 1997 season, the GWS had
become the most popular amateur tournament circuit in the
world.
In addition to the new PanAm Circuit, Russ operates
the Paintball Park on Camp Pendleton Marine Corps Base in
California, and contributes monthly articles and photos to several
paintball magazines.
DAN BONEBRAKE: Since his first game as a
high-school teenager in 1986, his life has revolved around
paintball. While attending college, he formed team Phantom Force of
Oregon in 1988. Over the next eight years he captained his team to
numerous regional and national amateur championships. In ‘94,
Phantom Force swept several GWS events, and won the GWS overall
championships in both 5- and 10-man. In 1997 he joined team
Avalanche, a team which won the 1999 NPPL 10-player Pro World
Championship. Dan has since retired from the pro ranks.
Dan
opened the Planet Paintball store in 1994 after graduating from
college with a business degree, and immediately began producing
regional tournaments: first the Oregon Tour in ‘94, then the Sumo
West Coast Tour in ‘96 and the Northwest Tour in ‘97. He has been
producing the GWS in partnership with Russ since
1997.
Besides the PanAm Circuit, Dan’s other current
paintball businesses include partnerships in Warpaint International
indoor field, and Diablo Direct West.
JESSICA SPARKS: Jessica
is one of paintball’s strongest voices in support of the sport’s
growth. A consultant, she brings expertise in marketing, research,
and public relations to the PanAm Circuit. Hundreds of her photos
and articles have appeared in numerous publications inside and
outside paintball. In 1985-86, she began writing for Front Line
magazine. She edited Action Pursuit Games and Paintball magazine in
the ‘90s. Also an original IPPA board member, she served 8 years for
the nonprofit organization, co-authoring the original IPPA rules and
safety and field certification standards.
A versatile player,
Jessica competes in stock, pump, or semi-auto events and has played
competitive paintball longer than any woman in the world. Her first
tournament success was with the original Southern California
Wolfpack ('86, SC Village Series). She’s played for 50+ teams, most
recently with the Iron Maidens (World Cup ‘99), Palmerized (Masters
‘99), and the Flying Pigs industry team (Masters and IAO, ‘99).
Jessica regularly plays on Grizwald (‘96 GWS 5-man novice overall
champions).
An ASTM member, she remains involved with
industry standards development. A tournament organizer, she
co-authored the new Standard Rules book. An attorney, she has served
as a national lobbyist in the areas of juvenile justice and criminal
justice, as well as with the American Paintball Industry
Committee.
RANDY WOOD: His first experience of paintball was
in 1984, before gravity feeders and constant-air cylinders. By 1985
he was operating one of the first paintball fields in the Los
Angeles area. When Randy moved to Oregon in the early ‘90s, he soon
became the driving force in developing tournament play throughout
the Northwest. He convinced his former teammate Russ Maynard to
bring a GWS event in Portland in ‘92, and he began writing magazine
articles and hosting a local cable paintball show in ‘93.
As
a player, Randy has been a member of many championship competition
teams. His favorites include teams Havoc, Sudden Death and Phantom
Force. Randy retired from the ranks of NPPL pro players in '97, and
currently refs more tourneys than he plays. For ten years Randy has
been the top ref in the Northwest. He has ref'd more than 60
tournaments during his paintball career.
No Staining Paint
There are three
problems with paintballs that stain: First and foremost is the
environmental issue. Property owners and government agencies who
allow us to use their land do not want their trees, bushes and
buildings stained bright pink, white, yellow, etc. Most lease
agreements include clauses stating paintballs are biodegradable and
environmentally safe. Property owners and EPA bureaucrats have been
told the paint pigment will evaporate in the sun after a few days or
wash away with the first rain. They have been assured paintballs
don’t stain, and that’s exactly what they expect. If we don’t
prohibit paintballs that stain, they will prohibit us.
The
second problem is economic. Most of the novice and rookie players on
the Pan Am circuit buy their own uniforms. They do not receive free
clothing from sponsors, and they cannot afford to replace $80
uniforms after each tournament. Yes, we know the staining paints are
supposed to come out of clothing after repeated washings. But
personal experience has shown sometimes the stains go away,
sometimes they don’t.
The third problem with paint that
stains is cosmetic. Most novice and amateur players on the Pan Am
circuit have jobs outside the paintball industry. For them,
paintball stains on their skin is not at status symbol. Showing up
for work Monday morning with pink, white and yellow blotches on
their hands and faces doesn’t impress their peers.
There are
hundreds of brands and colors of paintballs on the market, most of
which are designed not to stain. Only three or four balls (about one
from each manufacturer) are specially formulated and marketed as
being "wipe proof." The liquid fill inside these specialty balls
either has several times the amount of color pigment, or the fill
has an added chemical like paraffin or an Iodine derivative. By
design, these wipe-proof fills are much more difficult to remove
from skin, clothing, foliage, etc. than regular paint.
If you
want to play the Pan Am Circuit, do not bring one of these
"wipe-proof" paints. Teams who shoot paintballs that stain will be
penalized, plus they will have to replace the clothing and gear they
have ruined. No excuses will be accepted, and no exceptions will be
made.
Staining Paint Test
It is your
responsibility as a tournament player to know the difference between
staining and non-staining paintball fills. If you are not sure about
your paint being non-staining, bring a few balls up to Dan and/or
Russ at tournaments. We will test it by rubbing the fill on our
fingers and on a white towel. If the fill rinses off easily with
water, it is OK to use. If the fill does not rinse off with just
plain water, do not use it. If you are caught shooting paint that
does not pass this simple staining test, your team will be penalized
for bad sportsmanship. Note it also is bad sportsmanship to shoot
paintballs with blood-red colored fill.
Comments on Staining Paint
Select Fire
wrote: You don’t list any specific paints in the release. The
paints we are questioning are Proball, Proball Platinum, Proball
Devil, Diablo Hellfire, and All-star. We shoot plain Proball,
All-star, and Hellfire regularly, and have never had a problem with
it not washing out or staining anything. They will leave a mark that
is hard to wipe and may require water to remove, but do not stain.
Are these allowed in the Pan/Am?
Russ
replied: You're right, we don't list specific paints. Here's
why: Each paint manufacturer produces many different types and
styles and colors of paintballs. Additionally, paint manufacturers
change their paint types, styles, sizes, and colors all the time.
For instance, how many different types, styles, sizes, and colors of
Proball are there? Over a dozen? Has any or all of their paint
changed in the last six months? And how will their paint be
different six months from now? One year ago there was only one
color/type of Allstar and it stained. Now there are two types of
Allstar, and one doesn't stain. How many different types of Allstar
will there be by next July? To all these questions the answer is,
you don't know and neither do we. You want answers carved in stone,
but it's a world of shifting sand. You want simple answers, but it's
a complicated question.
There are three things you can do if
you are not sure which paintballs to bring to a PanAm tourney.
First, call the manufacturers and ask them which of their current
paintballs have fills designed to be "hard to wipe". Don't bring
these. Second, perform our simple "staining test" on your favorite
paintballs. If the paint passes, bring it. Third, buy your paint at
PanAm tournaments since our paintball sponsors will bring
non-staining paint fills only.
Now that you understand how to
find out the answers to your question, I will tell you this: Last
season none of the Diablo stained, some of the Proball stained, and
all of the Allstar stained until PMI came out with the green fill
Allstar. Will things change for this season? Your guess is as weak
as mine unless you happen to be the technical engineer for one of
these manufacturers.
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