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    <title>ETF2L &#8211; Latest activity by user TheSucker</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by TheSucker]]></description>
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        <title>Reply to &#8220;[S12] Map poll nominations&#8221;</title>
        <link>http://etf2l.org/forum/feedback/topic-21001/page-12/?recent=378398#post=377568</link>
        <description><![CDATA[Gravelpit + Croissant]]></description>
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        <pubDate>Tue, 10 Apr 2012 03:00:08 +0200</pubDate>
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        <title>Reply to &#8220;Season 11 has an incorrect number of weeks&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-20709/page-3/?recent=372310#post=371634</link>
        <description><![CDATA[First off, you seem to be missing an important part of my post:
[quote=371545]If you\'re afraid of the last week not being enough to play the remaining game(s), then schedule them for week 6 and you\'ve created your own catch-up week.[/quote]

And secondly, may I suggest the idea of using the match comments when trying to be a good with your scheduling? if you\'re good at the whole scheduling business, and your opponents aren\'t, it means that you\'ll be the one deciding when the default date occurs. Wildcards can\'t be used in the last week, meaning your suggestion that becomes the default date will stick, and won\'t be moved unless you yourself agree on it. And outside of the last week, the only way of moving the default dates is to use wildcard unless both teams agree to move the match, so the whole match page commenting is sort of a good thing, especially in today\'s situation as almost no teams ever seem to use it!

[quote=371620][...]This is not a professional sport where you can simply set dates well in advance and expect teams to be there for them without question.  People combine TF2 with real life commitments and those commitments can emerge without warning, rendering the advance planning arguments meaningless.[/quote]
This is a very good point. However, this is why we have the ability to use mercenaries in this fancy game of ours, and also why default wins/losses are a part of it all. The serious teams would rarely be in need of a merc in order to play an official, due to often being available and/or good at planning. These teams would never get a default loss because they would very much prefer to have a chance of winning by simply taking advantage of the merc rule. The less serious teams would be at a greater risk of being of the worse end of it all, but they\'d also most likely care less as this league is just some silly fun for them.

There are of course always special cases that would slip through the common stuff. But that are generally special cases that could just as well happen even if there was a catch-up week present here, so meh.]]></description>
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        <pubDate>Mon, 12 Mar 2012 16:01:10 +0100</pubDate>
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        <title>Reply to &#8220;Season 11 has an incorrect number of weeks&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-20709/page-3/?recent=372310#post=371605</link>
        <description><![CDATA[[quote=371586]I can\'t play the last two officials :\'( 
[...]but you can\'t be like oh hey week 7 opponent, I know you haven\'t practised week 7 maps but let\'s play it week 1.[/quote]
Are you aware of what maps are played in week 7? Both maps have been played earlier in the league, there\'s no new map in the last week of this season (and there never will be a new map for this week in future seasons either unless they change things up), so it feels like a bad excuse. Besides, when knowing you can\'t participate in the two latest weeks of the season, planning ahead seems even more crucial I\'d say. 

Aaand this really shouldn\'t have caught anyone by surprise, seeing as the admins made it fairly clear that there wouldn\'t be a catch-up week when the season started. Not to mention the fact that almost every news post contained information concerning the playoff dates (yes, I say almost because when I actually wanted to know the playoff dates, the first post I found lacked them and I got very upset. [b]Bad Crasp![/b]) which obviously is played after the normal league matches are done.]]></description>
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        <pubDate>Mon, 12 Mar 2012 14:36:36 +0100</pubDate>
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        <title>Reply to &#8220;Season 11 has an incorrect number of weeks&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-20709/page-2/?recent=372310#post=371545</link>
        <description><![CDATA[I don\'t quite see the problem. You have 7 weeks to play 7 matches (or even 8 weeks including the first scheduling week?). You choose when to play your matches. You\'re free to move the week 1 match to week 7 as long as you simply notify the admins about it + agree with the opponents. You\'re also allowed to move the week 7 match to week 1. People making it a habit of always delaying games should not be encouraged by the admins by wasting yet another week in my opinion. If you\'re afraid of the last week not being enough to play the remaining game(s), then schedule them for week 6 and you\'ve created your own catch-up week.

People were also complaining about only having two seasons per year. Admins can\'t create time, so by being strict with the weeks this season (plus the coming one I assume) they\'ll be able to add another season this year which most people seemingly wanted.]]></description>
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        <pubDate>Mon, 12 Mar 2012 04:30:30 +0100</pubDate>
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        <title>Reply to &#8220;Highlander mix group, we need YOU!&#8221;</title>
        <link>http://etf2l.org/forum/community/topic-20564/page-1/?recent=382768#post=370059</link>
        <description><![CDATA[It\'s a great group, and I\'d advice everyone that\'s into highlander to join the fun! Besides, seeing as there\'s no skill requirement this is a great opportunity for lower skilled players to get a chance to play with some of the better highlander players in the scene right now, as there are always a bunch of Colony players in these mixes.]]></description>
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        <pubDate>Sat, 03 Mar 2012 06:40:27 +0100</pubDate>
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        <title>Reply to &#8220;Dear Div 4/5&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-14845/page-1/?recent=338857#post=256237</link>
        <description><![CDATA[Thumbs up to Continuity and their awesome tactics \'cause it\'s really fun playing against them. Wish teams would learn by playing against them rather than rage.]]></description>
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        <pubDate>Mon, 13 Dec 2010 22:21:44 +0100</pubDate>
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        <title>Reply to &#8220;In search for highlander guides&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-12410/page-1/?recent=214035#post=214003</link>
        <description><![CDATA[From my experience I\'d say most classes have more than one way of playing in Highlander. A few things I\'ve noted from the highlander games I\'ve played:

[b]Spy[/b]
A spy\'s objective depends a lot on your style and what clock you prefer. Dead Ringer\'s a great watch for harassing the enemy team, however, it\'s not all that great for picking key classes like medic and heavy. That\'s what the normal invisible watch is great at. Getting close to that combo unseen and uncloaking behind a corner or something to avoid being heard, then jump in and get the medic. Although the effectiveness of a spy highly depends on how good the opponent team is at dealing with it. Working with your team as a spy is more important than one might think. It\'s a lot harder to deal with spies if someone is catching your attention on the other side, like general spam or a scout running in to shoot you. Communication is key to be successful as a spy against better teams.

[b]Pyro[/b] 
The pyro should in my opinion focus on defending (may it be the engineer and his buildings or the medic combo). Normal flame-thrower is a given for that kind of play, being able to blow away spam and extinguish burning team mates. Homewrecker is a great way of dealing with annoying spies. If your base gets sapped, identify the spy with fire, blow him away if needed and then start destroying sappers while the engi and/or someone else finishes of the spy. Also, using über on a pyro is great when defending, as it can effectively destroy the opposing über by airblasting away the key classes.

[b]Heavy[/b]
He\'s pretty much designed to be a pocket to the medic. Especially since the sandvich is extremely useful at keeping the medic alive. Something I\'d suggest every heavy to use. And due to the heavy being a great pocket it lets the soldier use his mobility to roam, which is great.

[b]Engineer[/b]
When defending he\'ll most often be the last line of defence, giving his team a place to back off to and heal up. Wrangler is something engineers should use in my opinion, although then it could be good to have the pyro nearby as engineers with wranglers are quite easy marks for spies. Same could go for snipers, although they\'re harder to deal with unless your own sniper is good at dealing with the enemy sniper.

When attacking I\'d say it depends a bit on your style as engineer. Mini-sentries are great at helping your team with pushes, and usually makes it a bit more fun playing engineer. However, having something to fall back to (a level 3 sentry) is also very welcome when attacking, so the defending team can\'t push you back too far. Teleports are very important when attacking, to avoid losing valuable time just running to the front line. A level 1 dispenser should be available at all times as well, to make it possible for your team to spam without having to worry \'bout ammo (and to be able to keep the ammo packs to yourself).

For 5cp maps as engineer I\'d say similar thinking can be applied. Either go offensive with mini-sentries to help your team push, or put up level three sentries to give your team something to fall back to. Although I\'d generally suggest normal sentries if you get pushed back to the last point.

[b]Sniper[/b]
Main objective is to keep the enemy sniper from killing your team. Important to get a hand of the skill of the enemy sniper. If you feel like you can handle him without too much of a problem then continue taking him out whenever possible. If he\'s better than you, bug your medic to keep you buffed as often as possible. If he\'s an insane sniper (Digital :( ) then have the spy and possible scout harass him as often as possible. Could also have the soldier jump on him at times. When the sniper\'s not within visible range then go for key classes, such as medic, demo, heavy and possible engineer (to give your team the ability to spam the sentry down with ease). 

Although like stated by other people, Highlander\'s pretty new and finding out new things can easily be done, so think of these things as tips and don\'t be afraid to experiment and trying out new things. Ladder is a great place at practising for the upcoming tournament.

EDIT: Added \"headlines\" to make it easier to locate different sections.]]></description>
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        <pubDate>Wed, 01 Sep 2010 13:43:36 +0200</pubDate>
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