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    <title>ETF2L &#8211; Latest activity by user Rinorragi</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by Rinorragi]]></description>
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        <title>Reply to &#8220;New rules for the next season.&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-2330/page-4/?recent=32309#post=29758</link>
        <description><![CDATA[Admin maps is a good idea in my opinion, but I would rather see like one third of the maps coming from community than just one. I\'m sure that there are many maps that could be played. Maybe they are not perfect ones atm but I\'m sure that makers will be inspired once they see that their map is used in official games. This would also increase need of thinking new strategies for the new maps which I have found as an interesting aspect. And not all the maps needs to be 5 point cp maps like turbine and gravelpit has shown to us. 

Gravelpit ABBA rule +1 also. 

Don\'t know if it is good or bad idea to play twice a week. I have seen that there are many clans that have found difficult to play once a week (or it feels so if the game is always rescheduled). 

I don\'t like much about the idea to play 2x30 with one map, I would rather play 4x15 or 4x20 with two maps if it is decided to teams play both sides. Winlimit is a definetly a good thing but it is not needed if the rounds are shorter. But if 4x15  or 4x20 are communitys weapon of choice then I would suggest that there would be strict limits in starting new round. Like 5min-10min-5min or 3-7-3 whatever. 

I don\'t like the idea of 2x30 because I feel that some maps which are not so easy ones to attack the game will endure that 60min and usually those maps are the ones where I myself am bored. I\'m not very keen to see 2x30 well or 2x30 2fort (which i didn\'t see in the list but you got the point anyway). 2x20 would be enough for this kind of maps, I\'m pretty sure that all of you agree with this. Also I like the fact that if your tactics or teamplay don\'t work in one map, maybe the other one is more familiar and you have the chance to even the scores in it. It\'s shitty if a bad map is chosen for you in a specially important game and that only map is counted when winner is choosed. 

I think that 2x30 would work better in smaller mappool, but I do not wish that.]]></description>
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        <pubDate>Tue, 10 Mar 2009 16:41:59 +0100</pubDate>
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        <title>Reply to &#8220;CEVO bans sandman will ETF2L follow?&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-2237/page-2/?recent=27953#post=27782</link>
        <description><![CDATA[It should not be banned.]]></description>
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        <pubDate>Mon, 02 Mar 2009 11:47:14 +0100</pubDate>
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        <title>Reply to &#8220;sandman: class role changes?&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-2176/page-7/?recent=27955#post=27016</link>
        <description><![CDATA[Sandman truly affects the gameplay. I\'m playing scout as a main class and I would be ready to sacrifice my double jump for the sandman. Still, it affects only 1on1 situations mostly. I can\'t see how the gameplay is changed is scout stuns soldier from opponents tight group. Those others are still protecting him right? 

I think that this stun is directly compared to the random critical hits (which are banned from 6on6 as you all know). In lucky cases the thing is same, you hit with the ball / critical and opponents game is over. Except that you really need to kill the opponent after the hit while using sandman. I can see that this feature would be sit well into 8on8 gameplay with critical hits on. 

And about 6on6... It is always the same matter when some guys are trying to rebalance the game for \"progaming\", every once in the while \"idiot developers\" happen to develop something new. Usually that is the case when every current rules should be reconsidered in \"progaming\" environments. Sandman is balanced for the game where critical hits are on and is not imba as it is. Valve has always stated developing the game for the large groups, not for us -- the 2% with \"progaming\" intentions. So yes, now it is time to made up the communitys mind about this new feature. 

With this new feature the biggest problem is that it works really well with maps that we usually play where ground is flat and there are no much vertical differentials. I felt that it is hard to aim with that bat for longer distances if the ground is not flat. Also we tend to play map with choke points and of course this new weapon is great in those situations. If somebody tries to push forward you just stun him. Still I can\'t see how this would be useful in gravelpit, maybe I\'ll found out once I test it. 

As an overall. I would want to keep this new feature in the game. And I would like to see new kind of maps in the game. Those cp maps with five points and two chokepoints are basicly all the same when we think about teamplay. Gravelpit and turbine are in my opinion only different kind of maps which are played.]]></description>
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        <pubDate>Fri, 27 Feb 2009 15:32:11 +0100</pubDate>
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