I want to make an upgrade to my E-Mag but I'm not sure which way to go. Do I go with a Q-Loader system or do I go with the Warp Feed setup? Let me hear your thoughts and personal experiences. Thanks.
Q-Loader vs. Warp Feed
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Warp feed: holds more but heavier, needs batteries, loads the same way a normal loader does
Qloader: holds less but lighter, no batteries, can't reload pods in game, but can swap loaded pod in quickly
That about sums it up I think. -
Qloader all pods you carry onto the field will have constant tension on the balls, my past experience with them in hot/warm/humid weather caused flat spots and dimples in the paint, which frustrated me. Also reloading the Qpods between games takes longer IMO. Now I use a warp with a warp left ULE body on my emag and I love it. It is heavier but with my setup it makes the gun tighter in my opinion. Plus when I play hopper ball, most of the time anyways, I can usually be a little more liberal with my shots because the egg II plus the warp together hold quite a bit of paint.
If you can try out both that is usually the best way to decide.Comment
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I used a q and hated it, i use a halo now. Up to you.Il n'y a point de sots si incommodes que ceux qui ont de l'esprit.Comment
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I haven't used a Q yet, but the warp is great for a compact setup. They are fast and should keep up with most guns. Come and see me when you're ready to buy one.
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Let me do a Pro's and Con's from my experience and you can take it from there. Right off the bat let me say that I am a WarpFeed user.
Lets start with the Q-loader.
Pro's:
Light, fast (35+bps), force-fed, battery-less, reliable operation, universal mounting (good for marker balance), no hopper hits, can switch hands (can be a pro or not, depends on your style), and it has a constant ball stack so you don't get any misfeeds. Plus if you needed or wanted to you could mix paint.
Con's:
Expensive, hard to load, oversized pods may not fit in certain paks, oversized pods tend to act as levers with the weight, difficult to maintain, large and obtrusive when mounted most commonly (the only good spot I've seen is integrated with a T-stock), can't "borrow" paint from other players, can be hard to reload unless very used to it, and it holds only 100 paintballs and when you subtract the ball-stack in the tubing it's even less.
Now the Warp
Pro's:
Light-ish (see con's), fast (16 stock and 24 12Volted), force-fed, reliable operation (senses marker vibration whn fired or can be wired to spin when the marker shoots), no hopper hits, no need to switch hands, can use existing pods and loader which allows paint sharing, you lose a few shots in the tube but due to the warp itself there is an increased capacity by about 16 paintballs (~220 capacity with a revy), powerfeed-plug can be twisted to cut off ball-stack, if vertical fed you can bypass the warp and jam the hopper on top of the marker, room for extra battery (for warp or hopper), easy disassembly and maintainance, placement makes warp-hits near impossible (ie, if it is going to hit the warp it'll hit your forearm instead so it doesn't matter that it sticks out), and the placement of the hopper may deflect paintballs away from the face (I've had it happen
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Con's:
Weight is in a small package which makes it seem to have a greater impact, must mount to ASA (which isn't bad, just it isn't as universal as the Q), battery operation (no water), offset mounting makes marker want to lean, rate of fire is somewhat limited to that of the hopper used, and you must use a consistant bore size of paint. Mixed paint will screw with it.
I feel the warp's goods outweight it's bads where as the Q just has goods and bads...
... If that makes any sense.Last edited by Watcher; 09-26-2008, 10:50 PM.Comment
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If you want the Q look for Medic X sale post in the forum, however there are currently 2 issues with Ancient Innovation / Qloader Maker
Ancient Innovation has fired it former president / ceo ( i forgot what his official title is), but he was the guy that provide all the support behing Qloader system. Their lifetime warranty when he was in charge was great, i was able to get support and part replacement easily. They also use to have a qloader forum where all the player rep can help support/answer question if the system have a problem. That forum is now also long gone.
So in conclusion, i like the system and the mounting option. But as far as support and warranty goes....i am not sure about it future. That is why Medic X ( a former Q loader player rep), is clearing out his stock.Comment
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I've had both the QLoader and the Warp feed. I stayed with the QLoader mainly because it was less bulky and I liked the way it looked under-the-barrel mounted.
pk5 is right. The future of QLoader is unknown. The rep program got eliminated and the forum was shut down. I never had a problem with my QLoader setup.
If you decide you want the QLoader, definitely check out my sale. I'll set you up nicely
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It boils down to three things:
1. Can I handle the reduced paint capacity?
2. Do I have reasonably good mechanical aptitude?
3. Do I have the metacognitive ability to answer the first two questions?
Those are the the leading causes of failure for q-loader users. Either the user couldn't handle the reduced paint capacity, or he simply could not figure out how to use the q-loader properly (for example, the apparent "feed tube penalty on paint capacity" -- if you don't realize that you could just preload the feed tube before putting the first pod on to make this a non-issue, or you don't realize that the balls in the q-pod are generally NOT under constant tension -- only the balls in the feed tube and those that have made it to the drive cap feel constant tension -- then the q-loader just isn't going to work for you)."Accuracy by aiming."
Definitely not on the A-Team.Comment
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I think you'd come to enjoy either one. In fact I suggest you eventually own both. But go for the warp feed first.
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Originally posted by GoatBoyThose are the the leading causes of failure for q-loader users. Either the user couldn't handle the reduced paint capacity, or he simply could not figure out how to use the q-loader properly (for example, the apparent "feed tube penalty on paint capacity" -- if you don't realize that you could just preload the feed tube before putting the first pod on to make this a non-issue, or you don't realize that the balls in the q-pod are generally NOT under constant tension -- only the balls in the feed tube and those that have made it to the drive cap feel constant tension -- then the q-loader just isn't going to work for you).
But it still remains that the warp is easier to preload. The q would have to have a pod re-wound and loaded or the tube would have to be fed by hand. The warp can be spun then the hopper topped off...
How does the q-pod not keep constant tension? The spring winds all the way into the pod and pushed the whole 100 from the bottom, is there a relief switch or something that only lets the spring advance when a ball is released?Comment
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While this is true, I'd be somewhat hard pressed to believe this is a significant issue. I hand load the paint into the tube once at the beginning of the day, and that's it.Originally posted by WatcherBut it still remains that the warp is easier to preload. The q would have to have a pod re-wound and loaded or the tube would have to be fed by hand. The warp can be spun then the hopper topped off...
The exception is if you shoot the pod empty and then you continue to empty the balls out of the feed tube (which I actually do sometimes). But in that case, the paint in the tube should be counted as a bonus reserve and not a penalty against your 100 count.
"Constant" means "always". Let's break the operation into two parts.Originally posted by WatcherHow does the q-pod not keep constant tension? The spring winds all the way into the pod and pushed the whole 100 from the bottom, is there a relief switch or something that only lets the spring advance when a ball is released?
First, when the paint *is moving*, it isn't pushed from the "bottom" of the entire line of paint per se; in much the same way that a screw doesn't push/pull itself on the basis of only the last set of threads (ideally). The spring's force isn't lateral, it's... circular. A lateral force, like those spring loaded pistol clips, would push from the bottom of the stack. Instead, its force is circular, and it twists the screw, which exerts force along every ball inside the pod, evenly (more or less) up until it reaches the black paddle.
When the paint *isn't moving*, i.e. when it's at rest, the spring is stuck trying to push the ball currently exiting the pod via the black paddle. It can't unwind anymore because that ball is pushed up against the stack. If that spring isn't unwinding, it's not moving the rest of the balls in the q-pod. Think of it like an escalator -- if a person at the end of an escalator jams his jacket into the end of the escalator and it stops, he's not going to get crushed by the people behind him on the escalator... because the escalator has stopped.
There's an easy way to check this; in fact I'm going to check this next time I wind paint into my pod. Load the pod onto the gun and shake it. The balls in the feed tube shouldn't move (much) because they are under "constant pressure". However, you should hear/feel the balls inside the pod itself jiggle around, because they are not under pressure.
It's really quite a neat design; most players just fail to understand it, including the ones that even own them.Last edited by GoatBoy; 09-26-2008, 07:50 PM."Accuracy by aiming."
Definitely not on the A-Team.Comment

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