The 15 bps ruling for PSP

The 15 bps ruling for PSP

A wise decision that the PSP proved this season
article by Young Choi

In yesterday’s article, I went over a brief history of ramping. I finished it off stating that the PSP made a wise decision by allowing ramped guns this season. Over the course of this article, you can accept my reasons or not they are merely my opinions and thoughts.

The PSP made a ballsy decision and went with allowing ramping this season with a cap at 15 bps. In my article yesterday, I was stating how this was a brilliant move. If you have been in the tournament scene the last couple of seasons and every season of the NPPL, I know for a fact that you have come across a gun that was shooting faster (for the purpose of this article, anything pertaining to speed refers to balls per second) than the average human being is capable of at an event that was dubbed with “semi-auto-one-pull-one-shot” rules. In fact I know for a fact that some of you reading this also had a designer chip that was capable of magically making your gun fire faster than ever before and not getting caught for it.

The PSP realized that ramping was almost impossible to police. If you remember yesterday’s article, you will recall the segment of the designer cheater board that can activate and deactivate ramped modes with a particular trigger sequence. The PSP came up with a brilliant solution; allow the players the option of ramping while placing a cap on how fast a gun can shoot paint. 15 balls per second was the limit that would establish. Of course you could be asking yourself, “instead of allowing ramping how about just capping it at 15 balls per second?” Then you come to the same anomaly of trying to prove a player was using a marker that was ramping. For safety reasons whereas in the pre 15 bps days, guns were just shooting as fast as loaders could feed, ramping capped at 15 bps became a great compromise for the players.

Technology to catch illegal guns
The beauty of the 15 bps ruling was that it was almost impossible for a player to cheat now. An experienced referee can hear if a gun is over the 15 bps limit. But take away the human element, the PACT Timers became an essential tool for the referees to marshal and enforce the 15 bps rule. PACT Timers could be seen on the sidelines with a directional microphone to isolate one gun to spot check guns on the field in play without the player ever knowing he was being checked upon. These PACT Timers did more to enforce the speed limit than any other tool in existence. It is really foolish for anyone to try to cheat the system due to the fact that anything over 17 bps can be heard audibly by a competent referee.

I played the NPPL this season, I also was on the sideline for every event taking pictures, let me say this there is no way that the NPPL is anymore safer than the PSP, CFOA, or Millennium (who all adopted in some form or another capped ramping at their events). This year the NPPL had the bigger potential of someone getting hurt on the field due to an unsafe marker. The NPPL stayed with the “we will stay true and keep our series semi-auto-only-with-one-pull-one-shot rules.” The NPPL was worried about the ramifications about the 15 bps ruling and tried to police their series with some competent and trained referees. The NPPL has their “Robot” which became obsolete almost overnight after the players figured out how to defeat it. I was amused to see a particular Pro player shooting a gun that was so obviously ramping that the whole crowd even called it out. I was also amused to see the referees trying to prove the gun was ramping. Again, I was amused to see the exact same player with the exact same gun shooting no where near the speed that was displayed an event earlier.

If a player has a designer cheat mode in their marker, in my opinion the only way to defeat it is render it useless. The lead that the PSP have taken has proven that capped ramping can work. With the tools available for the reffing staff, it is almost impossible to have a cheating gun on the field.

Players have bemoaned that ramping takes the skill away from the players. I agree, it does to a certain extent, but I truly believe that ramping opens the door for more skills to be needed. With the ramping, the guns are at a level playing field, the talent of how fast a player can tap the trigger becomes a non-issue. With the added confidence of ramping, players can now concentrate on movement. We all know that paintball is a game of angles and continually refreshing angles. Not very many games are won with teams just zoning up not moving, plus this makes for boring paintball. On that note, some want to say that ramping will hamper movement on the field. As long as the cap is set at 15 bps I don’t agree with this argument. For the novice of players stating that there is no skill in ramped play think again, if you don’t have the skills, you will not be able to run and gun and still hit your target no matter how fast your gun is shooting.

I saw some of the greatest paintball this year watching X Ball and the PSP proved how safe the capped ramping rule was. There was not one case of a player getting injured from playing in any of the PSP events. A team has the potential to play twice as many games in a single X Ball match compared to a whole weekend of playing a NPPL event. This fact and the fact that there hasn’t been one injury due to ramping guns, sways me to think that the PSP has the best compromise in fairness and safety over the NPPL with capped ramping rules. It is easier to police and enforce. The technology is available to police and enforce capped ramping rules.

Comments here