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Tuesday, March 29, 2011

Speedball is back on ESPN


Nppl Surf City USA Open

Catch all of the action from Huntington Beach, CA. Coverage begins Friday at 12:45pm ET.



Paintball is back on ESPN with live coverage of the Surf City USA Open Pro Paintball event at Huntington Beach, CA April 1-3, 2011.

* Coverage begins: Friday April 1st, 9:45am Pacific until 3:30pm Pacific (12:45pm Eastern until 6:30pm Eastern)

* Saturday April 2nd, 9:45am Pacific until 3:30pm Pacific (12:45pm Eastern until 6:30pm Eastern)

* Sunday April 3rd, 9:45am Pacific until 4:00pm Pacific (12:45pm Eastern until 7:00pm Eastern)

Log on to ESPN3 during the event to catch all the action.

more info at www.NPPL.com

And dont forget to join XSV on facebook - http://www.facebook.com/XSVPaintball




FRIDAY, APR. 01

12:45 PMPAINTBALLNational Professional Paintball LeagueNppl Surf City USA Open

SATURDAY, APR. 02

12:45 PMPAINTBALLNational Professional Paintball LeagueNppl Surf City USA Open

SUNDAY, APR. 03

12:45 PMPAINTBALLNational Professional Paintball LeagueNppl Surf City USA Open



ACERPaintball.ca -Web @ACER_Paintball - Twitter acerpaintball.podbean.com - Podcast acerpaintball.lefora.com - Forum

Sunday, March 27, 2011

Early April Update - Social Event April 10th

We are very close to beginning the 2011 ACER Paintball Club Season, and I know we’re all looking forward to getting outside and playing some paintball!



News

Spring Social
April 10, 7pm at Rare Grillhouse, be there! We’ll have a beer or two, get reacquainted, talk paintball, and get some of the administration stuff out of the way. Be prepared to sign waivers, buy memberships, etc.
As much as I’d like to fund/subsidize the party we just paid for insurance and money is tight, so you’ll have to buy your own beer.

Website
The website has been redone for 2011!
There’s lots of new content, new game explanation, statistics, and more!
Also, all rules and game procedures have been clarified for 2011, make a note of checking that out.

ACER Paintball Club Memberships
2011 memberships are available for $200, casual play costs $20/day, first time players pay $30, and unlimited HPA fills will cost $10 a day. We will continue to sell good quality paint at very fair prices.

Work Day
Please join us on Sunday April 17, at 11am for a brief work day. We’ll do an hour or two of trail maintenance, some digging projects, and if the weather is nice we might even play a few preseason games to get the rust off.

Rule Updates
We’ve standardized the rules, please read them.
And, we’ve made two significant rule changes, the official rules are written up below but here’s the short version: as of 2011 you may not exit a round for any reason other than getting marked (no calling yourself hit because your marker stops working, for example) and if you are marked while carrying a flag you must stop immediately and cease firing - but you may continue to communicate until you decide to throw the flag.

The official rules
4. Moving a Flag
4.1.a A player with possession of a flag may throw the flag, pass it to a teammate, even score the flag by throwing it into a scoring zone.
4.1.b ‘Ultimate Rule’ A player that is marked while carrying a flag must stop running and firing immediately, but they do not have to throw the flag until they choose to do so. They may continue to communicate with teammates, and they may throw the flag whenever they wish, at which point they are out as per usual.
Simply put, if you have possession of a flag and are marked you declare ‘hit’ loudly and stop moving. Now you’re a Super Captain until you choose to throw the flag away: you can’t move or fire but you remain in the game. Alert your team to enemy positions, throw the flag to a teammate, or whip it into the scoring area. Try to hold the flag overhead, and feel free to duck to avoid flying paint.
Why: This rule is intended to make for more exciting offensive play, meaning more hail-mary scores, more drive-extending passes, and more adventure for everyone. The flag grabber gets rewarded with extra play, and the team gets a super captain as long as they hold the flag, bonus!
5. Getting Marked
5.1.d Unmarked players may NOT exit a round for any reason (other than injury). Getting marked with paint is the ONLY way out of a round.
Why: with so much riding on the number of players alive in the field this makes the most sense. Get another player’s marker, get forward, do something daring, but don’t call hit until you’re hit. Also, we play with ‘equipment assistance’ ON, meaning that you may borrow gear from dead players, see below.

Member’s Guests and New Players
Please remember that ACER Paintball Club is not open to the public. Participation is by invite only.
If you plan to bring a friend (and we encourage you to do so) just clear it with Gabe/Dano, and please, please, please make your guest read the website! Even better: go over the site WITH them, explain the game procedure, rules, etc.
This will help them enjoy their first day and it will reduce the ‘newb’ factor when they join teams. Thank you, from all of us.

Boundaries: to the North and East
The field Boundaries have changed. Make a point of checking out the new tapeline North of the Gully and East of the Dome.


That’s it for now, see you at the social, the work day, and on the field! Let’s get the 2011 season started!
-Gabe.

Tuesday, March 15, 2011

Sunday, March 13, 2011

Monday, March 7, 2011

Angel AR:K $999 of Efficiency

The new Angel ARK paintball gun will take you to the top of scenario paintball. The ARK comes to you from Angel Sports, a leader in high end paintball guns. The ARK is one of the most consistent and efficient guns on the market. With an average of 2000 shots per tank (68/45) you can stay on the field longer, causing more havoc for your enemies. It also comes with self cleaning eyes and the new Booster Bolt 2! If you are looking for killing machine look no farther. The Angel ARK will not disappoint.



Features:

Shoots over 2000 rounds per tank. No more long walks to queue at the fill station. Stay in the game longer
Unbelievable consistency. Achieve incredible accuracy, shot after shot
Introducing the D-Lite valve. Durable and lightweight valve capable of extreme cycle speeds
APEX ready. Muzzle break comes complete with mounting grooves to accept an Apex TM tip
Military standard piccitiny rails. Stealth, CQB, Sniper. Add the accessories you need to complete your mission
Quick release stock mount. Rear dovetail mounting system allows for quick application or removal of the C.A.R. stock
Full color, super clear, OLED interface with rear scroll wheel for simple feature navigation
NEW through flow bolt. Booster Bolt 2 ensures gas is pre-delivered to cushion the ball and prevent breakages
Advanced software by Rabid
Self cleaning eyes. Vent holes in the bolt deliver small quantities of gas with each shot to keep the eyes dirt and debris free ensuring smooth operation
4-way adjustable magnetic trigger. Adjust breakaway tension, return strength, start point and trigger stop point.
Preset modes. Millennium, PSP, Semi, Auto, Demo, Custom
Magno valve. Magnetic repulsion valve system offers increased consistency and efficiency
Low pressure operation. Low cycle and firing pressures make AR:K even more gentle on super fragile paintballs
Easy adjust ASA. Fully adjustable complete with On/Off and purge vent
Clamping, no-rise, feed tube. Ultra low profile
Comes with padded marker case. Keep your killing machine looking prestine longer



Tuesday, March 1, 2011

New Tactics Page.

Gabe recorded some of our new Tactical Page into convenient little 2 or 3 minutes segments.
Find them on the sidebar of the new Tactics Page at acerpaintball.ca/tactics.htm
ACER Tactical Talk Episodes 1 - 4

New episodes will be released soon.