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Firing and trigger modes

Since the advent of semi-automatic markers in the early 1990s, both insurance and competitive rules have specified that markers must be semi-automatic only; only one paintball may be fired per trigger pull. While this was a perfectly clear definition when markers were all based on mechanical and pneumatic designs, the introduction of electronically controlled markers in the late 1990s meant that technology had exceeded this rule. Electronic markers are often controlled by a programmable microcontroller, on which any software might be installed. For example, software may allow the marker to fire more than once per trigger pull, called shot ramping.

Velocity ramping is an electronic firing mode where a consistent, fully automatic firing rate will be triggered as long as the player maintains a low rate of trigger pulls per second.

Pump action

Pump action markers must be manually re-cocked after every shot, much like a pump action shotgun. This manual action is much slower than other configurations, but is preferred by some players as a challenge to themselves to learn to play using a lower rate of fire. The slower pace of play also forces pump players to ensure that each shot is effective. When properly modified, expensive pump markers have been known to achieve extremely consistent velocities.

Semi-automatic

Semi-automatic markers use a variety of designs to automatically cycle a bolt and load a new paintball into the chamber with each trigger pull. This frees the player from manually pumping the marker, allowing him or her to increase the rate-of-fire. Semi-automatic modes can be used with a mechanical trigger or with electric trigger frames. An electric trigger frame has a lighter trigger pull and less space between the trigger and the pressure point, allowing the player to shoot at higher rates of fire.

Fully-automatic

Fully-automatic markers fire continually when the trigger is pressed. The Tippmann SMG 60 was the first fully-automatic paintball marker. Most electropneumatic paintball guns feature this mode. The fully-automatic mode can be added to any electropneumatic marker by installing a customized logic board, or buying a completely new electronic trigger frame.

Similarly, some markers are equipped with burst modes. Ranging from between three and nine shot bursts, these modes allow the player to take accurate shots with a quick pull of the trigger, using more than one ball to increase their chances of hitting the target. In burst mode, the rate of fire can equal that of the fully automatic mode, which is useful in close range situations.

Ramping

Ramping is a feature in some electronic markers that automatically changes the mode of fire from semi-automatic to fully automatic when the trigger is pulled at a specified rate. Ramping can be difficult to detect because it may be inconsistently used. Ramping modes can be hidden in the software, ensuring that a marker will fire in a legal, semi-auto mode when being tested, but an illegal ramping mode may be engaged by the player.

Some leagues allow a specific ramping mode to prevent problems with enforcement. The rule specifies a minimum time between shots of 66 milliseconds - approx. 15 shots per second - and that only one shot may be fired for the first three trigger pulls.

The rate of fire is enforced using a device called a PACT timer, a standard firearms timing device that measures the time between shots. The following are common league-specific ramping modes, preset in the marker's firmware:

  • PSP Ramping - Ramping begins after three shots; the player must maintain 5 balls per second to remain ramping. The rate of fire cannot exceed 13.33 balls per second.
  • NXL Ramping - Ramping begins after three shots; the player needs only to hold down the trigger to maintain fully automatic fire. Rate of fire cannot exceed 13.33 balls per second.
  • Millennium Ramping - Ramping begins after 6 balls per second; the player must maintain 6 balls per second to maintain fully automatic fire. The rate of fire cannot exceed 12 balls per second.
From : http://en.wikipedia.org/wiki/Paintball_marker#Firing_and_trigger_modes

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