The Siege-50 looks good on paper. Its a pump action, slam-fire blaster holding 50 rounds, and shaped for running and gunning. It fires the new Hyper ammo at the advertised velocities. And its the only Hyper blaster with a hop-up tab, so rounds should go straight, right?

Well, not everything is a winner. The Siege doesn’t always work, even though it looks great on paper.

But It’s Pretty?

The Hyper Siege-50 feels and looks great, just like the rest of this line. The 90s laser tag aesthetic is evident on the back, as well as paint on both sides and a well-made pump grip. Although the rear grip is slightly angled, it’s ideal for hip-fire and slam fire use, but can make it difficult to aim down the blaster. The trigger pull is very crisp. Two rails (one on top, one on the hand guard) allow for the attachment of Hyper canisters. Finally, should you experience any sort of mechanical loading issue, theres a jam door on the side of the blaster.

It ships as usual with a hopper of ammo (40) and safety glasses.

The blaster has a hop-up tab as mentioned previously. This is why it’s intended to be a primary with good range.

The top of the hopper opens to allow for easy loading. It does require a bit of shaking when loading quickly, as opposed to one at a time. With the shallow hopper, the rounds tend to sit once they enter the hopper, and you have to shake to make them flow into the space.

The pump action is smooth, and I have yet to experience a jammed round in the loading mechanism.

Test

In testing, the Siege-50 averaged 115fps, which is slightly higher than the advertised speeds. If youre quick about it, you can fire off three shots per second with slam-fire as well. Assuming it works.

More in a moment.

Although the hop-up tab is present, it doesn’t seem to do much. Rounds can still move in any direction they wish, whether it’s straight, to the side or into the ground.

But enough static testing. Lets actually enter the real world.

War Testing

As mentioned above, slam-fire just doesnt work; its far too easy for rounds to bunch up against each other in the hopper, preventing ammo from loading. The result is a lot of dry-fires. Even if youre just quickly priming the blaster once, theres a chance you wont load a round. To deal with that, I ended up just using good old single shots in battle, with slow and methodical priming.

Being a hopper with a shallow angle, pointing the blaster up in any way while loading will also stop a ball from loading. This can be a problem if you are running in battle, and your habit of aiming higher to get more distance is not a good one. Justmake sure youve got the high ground?

We have to address the accuracy issue. There were many times when the ball sailed past or did not touch close targets. Its like the hop-up isnt there, or doing barely anything. Using a Rival pump action, itd be much easier to place rounds on target over the same distance, even if they dont shoot as fast.