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Mag - Cocker
Cocker - Mag
Which is the best and why?
Through the mists of time the battle of the biggest
two guns in Paintball has gone on - both fighting for the title of best
marker ever produced.
Neither will yield an inch to the other and in the
annals of history, both will be held as two of the greats, taking their
place alongside other exceptional pieces of equipment such as the VL2OOO
and the 2Ooz bottle What the Automag and Autococker have brought to this
sport is the ability to fire paint accurately, consistently and quickly,
even at great distances. And they can do it seven or eight times a second.
Now these are not the only guns capable of doing this, but as of yet none
have done it so successfully for so long. A year is a very long time in
Paintball, and it feels like these two guns have been around forever. What
I intend to do in this piece is look at the history, development and relative
merits of the Mag and the Cocker: the debates and wrangles of the fanatics
are not going to be quelled by what I write over the next few pages, and
nor should they be This is just a look at the men behind the guns, how
the markers themselves originated and progressed and the nature of the
high-tech, high-spec custom models used by the top teams and players in
the world. After that, I'm afraid it's up to you to decide which is the
best, if, indeed, one is better than the other. OK, let's get started.
The AutoCocker from Worrgame Products
(Belsales Custom Evolution)
IN the beginning...One day there was a man called
Bud. Bud Orr, to his enemies. He made Paintball guns. His first production
models were the Sniper and the Ranger, then one day he made the Sniper
II. Now the Sniper II's a legendary pump marker; supremely accurate and
consistent, it was, and still is, used to devastating effect by many great
players. As the arms race escalated, Bud saw that he had to produce a semi-automatic
Paintball gun. At around the same time, in another building somewhere else
in America, a man called Tom, Tom Kaye, also began work on a semi-auto
marker. Now Bud and Tom had very different ideas about how a semi should
work. Bud utilised all the best features of the megasuccessful Sniper II
and incorporated them into his prototype. The basic principle was to make
an auto-cocking unit to replace the pump. All the parts of the pump marker
were retained, except the actual pump. This was replaced by a ram which
operated the pump arm to cock the gun. The ram, to make the gun semi-auto,
had to be controlled by the trigger. So not only did the trigger have to
fire the gun, as in the pump version, but it also had to re-cock it. No
problem. The Autococker was born. Round at Tom's pad, things were going
in an altogether new direction. Rather than using the pretty standard hammer
and spring striking valve type scenario, what Tom went for was a chamber
of gas of fixed volume and a regulator to control the pressure of the gas
in the chamber to adjust velocity. What you had was a gun that was a dedicated
semi-auto, rather than from a pump background. Now neither WorrGame Products
(that's Bud's company), or Airgun Designs (you guessed it -Tom's) were
ready to rest on their (by now) more than ample laurels. Both companies
sought to constantly upgrade their products. Some changes were larger than
others, but all were for the better. The Autococker has seen upgrades to
almost every component, and the new models now available carry a whole
host of features which were previously optional extras. These changes have
come in fits and starts but, no matter what the gun has come with, its
popularity as a standard gun hasn't wavered.
The Mini-Mag from Airgun Designs
TOM Kaye's approach has been altogether different.
The Automag has, from conception, undergone several major changes. These
have always been very publicly announced and come in the form of level
upgrades. At present, the Mag is at Level Seven (although there have been
more than seven levels). One thing that Airgun has offered which WorrGame
has not is free (or very cheap) upgrades from one level to another. Very
commendable, I hear you say. Well, yes: but it has to be said that the
Autococker is so upgradeable that, in most custom models, which are probably
more common than stock models, almost every part of the gun is modified
in some way, shape or form. Trigger, valve, hammer, spring, bolt, ram,
3-way - you name it and it can be changed or modified. Now there's nothing
wrong with the base gun. It works perfectly well, it's just that you can
make it work better. Valve work lowers operating pressure, trigger mods
increase fire rate, body work reduces weight and improves looks, and so
on. The list is endless. With the Automag, you've got quite the reverse.
The system is so simple that vast improvements in performance just aren't
possible.
The Automag is incredibly easy to maintain-one fieldstrippable
screw holds the whole gun together. Basically, the Mag is a high performance
paintgun straight out of the box that even a one-eyed horse could keep
up and running. As performance upgrades are simply not necessary, a good
level of performance is available at a very reasonable price. In fact,
the two guns could . not be further apart in almost every department. The
only thing they really have in common is that they both run on vapour C02
or Air/nitrogen Both are susceptible to seal damage with liquid C02, which
causes the seals to freeze and leaks to occur In both guns, however, removal
of liquid and regassing can often cure leaky seals.
On the subject of maintenance, both guns come with
full warranty back-up from the manufacturer. WorrGame and Airgun have established
distributors in almost every corner of the world, so problems are easily
solved no matter where you are. Neither gun's warranty covers seals, but
just about everything else is included. Also, as companies dedicated to
customer support, it's very common to see both at larger tournaments providing
technical support to players. For customer service and back-up, they are
second to none.
ONTO the peaks and troughs. No matter what people
say, Mags and Cockers have their own strengths and weaknesses. One thing
I'd like to say, before we go any further, is that I think Cockers can
shoot faster than Mags. Ooh, now there's a spanner in the works. Originally
the Cocker was seen as the good old long range accurate marker, whilst
the Mag was the little filly up front, throwing paint like it was going
out of fashion. However, I believe that the new breed of Cockers are as
quick if not quicker than Mags. Personally, I feel that when you're looking
to buy one of these markers, the choice is largely down to maintenance.
A Mag is simplicity itself to look after, and if it breaks it's easy to
repair. The Cocker, however, is not quite so simple. In fact it's quite
a daunting piece of machinery to work on, as it's heavily mechanised. Now
on this evidence, it's simple to make a decision. But as they say, there's
no such thing as a free lunch...you don't ever get something for nothing.
For all its simplicity, the Mag has some fundamental flaws.
For example, during rapid fire it's possible to lose
velocity as the regulator cannot keep up. Also, due to its bayonet-fit
barrel it's not quite as accurate, and the blow forward design means the
range is not quite as good. Now don't get me wrong, these are fractional
differences -but ones you have to weigh up. The Cocker does not drop off
during rapid fire (although neither does the new RT Automag...but that's
another story), is more accurate and has better range, but if you don't
learn how to maintain it you can forget fixing it at a tourney.
Another misconception is that Cockers love to chop
balls but Mags are like saints to each and every paintball. Now as a player,
spectator and airsmith, I can tell you this is rubbish. Mags will chop
paint. If you shoot too fast you'll chop a ball, simple as that. Just because
it's got a powerfeed doesn't mean it won't chop balls. It's important that
your hopper has good batteries; if your loader is feeding well then you're
much less likely to break balls. I also think that if you shoot your Cocker
quickly it's worth getting some form of feed extender. Overall, both guns
are good with paint.
Similarly, both markers are gas efficient and run well
on C02 and air. Cockers can be set up to run low pressure C02 and work
quite well, while the Mag really shines on air/nitro, with an improvement
in consistency and rate of fire. The Cocker is less consistent over the
chrono than the Mag, but this is counterbalanced by the lack of chill-down
in cold weather. For versatility, these two markers cannot be beaten. There
are literally hundreds of different set-ups, modifications and add-ons
available.
So which is best? Sounds like a cop out, but it's all
down to personal choice. One man's meat and all that...