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By Israel L.
The PSP has just announced a “new” format that they plan on testing at the PSP Mid Atlantic Open called PSP RaceTo MAXX. This announcement comes less than two weeks before the event. There are mixed reactions from the paintball community with most naysayers saying that the new MAXX format will eliminate the momentum aspect of the back-to-back points format. The MAXX format will be tested on D3 RaceTo-4 & D4 RaceTo-4.
What are your thoughts? Read the official release below that explains the new format.
PSP Press Release for MAO: Notice To All Teams Attending MAO
We’re bursting at the seams! The PSP continues to grow in popularity. We added an extra field in Dallas due to demand. The upcoming MAO event will be the largest second event of a season since 2005! But success has created a new problem. The traditional Race To structure limits the total number of teams that can participate at a PSP tournament. Even at the best locations there is often a limit to the number of fields the league can set up. If this trend continues we will need to either turn teams away-which we do not want to do-or find a more efficient way to use the fields and space available.
In an effort to explore possible solutions the PSP will be introducing PSP RaceTo MAXX on a limited basis at MAO. D3 RaceTo-4 & D4 RaceTo-4 will have the first opportunity to compete using the MAXX formula. PSP RaceTo MAXX does not alter the RaceTo format in any way. The teams affected will still be competing in RaceTo-4. What MAXX does is it allows more efficient scheduling which in turn should make it possible for more teams to compete in their chosen version of RaceTo on the same number of fields.
How will it work? Simply put, four teams will share a field at the same time with two matches running simultaneously with the two pairs of teams taking turns. Teams A and B run a point and then teams C and D run the next point so that they are alternating points. When one pair of teams finish their match the next two teams will enter the pits and prepare to begin their match regardless of the status of the other match being played. The MAXX fields will have separate pit areas for all the competing teams. For example, this means there will be a Home Pit A and Home Pit C separated by a chrono station on one side of the score table, and Away Pit B and Away Pit D on the other side, each pit with their own separate pit boards that maintain separate match/game clocks for each match. The main board on the field will display the information for the point that is about to start (during breaks) or the match in progress (point being played). If a match’s break clock reaches 30 seconds when the other match is still in progress, it will stop at 30 seconds. Once the other match finishes, the 30 seconds will start rolling so the teams have 30 seconds to get to their start stations.
Once a match ends, we put a 5-minute break clock on that match’s scoreboard while the other match continues. The previous team moves out, and the next team moves in. There will be an on-deck staging tent directly behind the match pits so teams can pod up, gear up, get guns working, etc, in the on-deck tent prior to their match and just carry their set-up stuff into the match pit when they’re up to play.
Confused? Concerned? Don’t worry. There will be additional PSP staff to assist the MAXX teams. In addition, all the competing teams will always have at least two minutes between points, never less. In fact, depending on the field teams may have extra turnaround time between points making it easier to get ready. Competing teams will have their own pit for the duration of their match and the on-deck teams will have a separate tented area to stage for their matches.
The PSP thanks the participating teams for their cooperation. It is our goal to provide the best possible tournament paintball competition and we are confident that MAXX will allow the league to grow without impacting the quality of our events.
Source: SocialPaintball.com, PSP RaceTo MAXX, New Paintball Format for D3 & D4 RaceTo-4
By Israel L.
PaintballX3 is back with another 100+ page edition of PaintballX3 Magazine. This one features coverage from HK Army’s Surf City Open, the UWL Tennessee event, Carolina Cup tournament coverage, a Review of the Spyder Hammer 7 Pump-Gun and Miles Tactical Ghillie Suit, A Ninja Paintball Feature, interviews, new products and more.
You can flip through the magazine by expanding it above or read it here.
Source: SocialPaintball.com, Paintball X3 Magazine, April 2014 Issue is Live
Every year, on the second weekend of April, the largest scenario in Texas goes down at TXR Paintball in Houston—Viper’s Annual Texas Revolution, or T-Rev, for the initiated. This year, starting early Friday morning, colorful players of all ages poured through the gates, honking and waving like a family reunion. Teams spread out to their traditional camping spots under the pines, barbecue pits fired up, and the party began.
Every year brings a different storyline, and nearly 600 players participated in this year’s video game-themed event, called HALO: 2552. The Blue team, or UNSC forces, were under the command of Will “Hot Sauce” Cheatwood of Twisted Militia; while the Red team, or Covenant Empire, was commanded by Joey “Tekk” Begneaud of Type 3, both of whom were veteran players but first time generals. However, with Wes “Raptor” Garza of SAS Houston XO’ing for Hot Sauce and Bryan “Radio” Angelo of Alter Ego backing Tekk, each had a fighting chance.
T-Rev is no small-time production. It’s more like an amusement park for paintballers, with mini-games, third factions, and off-field entertainment galore. The first paintballs were fired Friday afternoon in a magfed-only mini-game produced by Viper and Carlos Pagan of the Ghosts of Sparta. RAP4 was on-site with a fully stocked booth and an arsenal of magfed, 468 markers to loan out. Off the field, RoadWarrior Games came with a state-of-the-art video game trailer where young and old alike gathered to size each other up in Call of Duty and other games late into the night.
The actual scenario is never a simple, straight-forward paintball game either. Besides the UNSC and Covenant forces, the third faction in the scenario was the Flood, consisting of heavy hitters from local scenario teams including Odyssey, Honey Badgers, and the Aztec Warriors. Their job was to deal out wholesale pain to whichever side had more “dead” players; that is, more players lounging around staging. The game trailer also served a purpose in the scenario. Players from each side sparred in 4-on-4 team deathmatches on HALO Reach to win supplies, such as C4 and medic cards, for their commanders. Each side also had 14 special characters with powerful abilities.
Leading up to the game, recruiting was tough for the UNSC. The Covenant seemed to have a who’s-who of established, mission-running teams, like Black List, Alter Ego, and COBRA, while the UNSC had a solid core of veteran teams, such as the Texas Rangers and Outlaw Crew, supplemented with up-and-coming contenders like Bad Company. Odds were already favoring Tekk and the Covenant and the news only got worse as word got around that the Covenant would have as many as 6 tanks, while the UNSC was hoping to maybe have 1. On Friday, the camp ground was buzzing with speculation that Viper would switch teams around and “balance the sides”, but as day turned to night it became clear there would be no switching. As one the Covenant captain mused, “I guess Viper is not as impressed with us as we are with ourselves.” At closed-door captain’s meetings later that night, Covenant commanders were scratching their heads over the suspected imbalance, and began focusing on each side’s special roles, trying to rank the advantages and deduce why Viper felt the sides were even.
The UNSC had several Spartans (players who had to be shot three separate times to be eliminated) and Hell Jumpers, who could insert virtually anywhere on the field, while the Covenant had Elites (same abilities as Spartans), Jackals, and Hunters, who were armored but could only carry pistols or LAWs, respectively. Alien strategists concluded that the Human’s Hell Jumpers added weight to the UNSC side of the scale, but whether the human commanders would use them to best effect was yet to be seen.
The field at TXR can be divided roughly into thirds, with the northern two-thirds being thick forest and the southern two-thirds consisting of wood and pipe structures peppered across a large, open field casually known as “Speedball”. At the bird banger, the Covenant (red team) took Speedball in a mad rush, blocking the blue teams advance. But their success in the south was short-lived. The UNSC had many young, aggressive players who managed to retake and hold Speedball and its 9 objectives for the rest of the day. Using tanks, to which the UNSC had an answer to in the form of SAS-Houston’s Joshua “AntiCon” Klein’s rapid, accurate rocket fire, the Covenant enjoyed some short-term success in regaining the open ground. Nevertheless, sheer determination prevailed, and no sooner did the alien tanks push the lines than human infantry filled right back in around the motorized meat grinders. At one point, the Texas Light Infantry tank looked like a shark swimming in a school of fish: Blue players gave it a wide, 360-degree berth, but rushed back in around it once passed. During the Saturday day portion, the UNSC pulled slightly ahead, with 475 points to the Covenant’s 460.
Saturday night came, and out came the night vision goggles and thermal sights. Many night players chose to run with pistols, barrels, or no marker at all, so the battlefield was deceptively quiet. Everywhere, players lurked in the shadows like panthers. Perhaps the top story of the game came out of the night portion, when a squad from COBRA tricked the UNSC base defense into allowing them to run base security, leading to three “all deads” before the intruders accepted a mission card from the unsuspecting commander Hot Sauce and delivered it back to the Alien commander. For these shenanigans, COBRA earned the Most Formidable Opponent award and COBRA’s commander, Seba “Superman” Alvarez, won Most Valuable Player. Despite the Covenant’s deep-cover antics, however, by the end of the night portion, Blue had pulled even farther ahead with a total score of 1,030 to Red’s 905.
Sunday, bases were swapped, and the Aliens turned up the heat. The tanks rumbled out allowing the red team to complete more missions on speedball, eventually closing the gap in just a few hours to UNSC: 1,490 versus Covenant: 1,455. The main portion of the game concluded at 30-minutes past noon, and Viper gathered the players for Final Battle orientation. In an unusual twist, Viper announced that the spread was a mere 35 points. Backs stiffened, and the crowd buzzed. With 100 points on the line at Final Battle, the game was still up for grabs. To make it even more interesting, Red and Blue discovered that the third faction, the Flood, who had been a thorn in everyone’s side all weekend, would be dug-in at the 50-yard-line.
Straight off the bird banger, agility, aggression, and determination paid off for the UNSC, as they drove shooters all the way to the “Dog Bone”—the pipe structure at the 50 yard line—and captured all five Slap Sticks. Red’s initial push fell well short of the 40-yard line, as players dropped under a barrage of Flood paint. By the time the Flood was dislodged from the center, Blue was entrenched at every Slap Stick from left to right, and Red found themselves stiff-armed and out of the fight. When all was said and done, the UNSC, having won day and night Saturday and dominating the Final Battle, pulled off a close victory with 1,490 points to the Covenant’s 1,455.
Source: SocialPaintball.com, Viper’s HALO: 2552 Scenario Game Recap and Gallery