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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. 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. 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. 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'. 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 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 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: 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? 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. 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. 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. Select Fire wrote: 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. |