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    <title>ETF2L &#8211; Latest activity by user Zyrre</title>
    <link>http://etf2l.org/forum/user//</link>
    <description><![CDATA[The latest forum activity by Zyrre]]></description>
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        <title>Reply to &#8220;sandman: class role changes?&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-2176/page-9/?recent=27955#post=27761</link>
        <description><![CDATA[&#60;3 byte and arx. Looks like it\'s us versus the world.
90% of the people in this thread just didnt think at all about what you loose when using sandman and are, as arx said, overreacting.]]></description>
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        <pubDate>Mon, 02 Mar 2009 09:57:16 +0100</pubDate>
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          <item>
        <title>Reply to &#8220;sandman: class role changes?&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-2176/page-8/?recent=27955#post=27198</link>
        <description><![CDATA[Everyone that is against the sandman should reconsider how much removing the double-jump gimps the scout in every situation. Try meeting a soldier/demo/heavy 1v1 without a double jump. It does have a decent recharge time on the ball (not saying the amount isn\'t up for balancing, not tested enough yet). 
And you can\'t just say \"well you can double jump with force-a-nature\" since wasting dps shooting somewhere else in a fight also gimps you a ton.

The stun time could also be considered for balancing, but having range affect it is a good idea(and it doesn\'t seem as imbalolrofl as everyone is saying). Sandman limit 1 could also be discussed. 

Imagine if you\'re shooting your ball across badlands mid and the opposing team responds correctly by shooting at the easiest target trying to kill the player that got stunned. Yes, the team with the stunned guy are at a disadvantage during that time. But after the stun is over, the other team is at a less disadvantage for a longer amount of time.

Using the sandman is kind of a big risk for potential big reward, which is what can make a game very entertaining to play and watch.]]></description>
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        <pubDate>Sat, 28 Feb 2009 08:13:12 +0100</pubDate>
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        <title>Reply to &#8220;CGS finals now on-demand&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-1169/page-1/?recent=9886#post=9876</link>
        <description><![CDATA[Casting was great considering their inexperience with the game.

Did my vision fail me or did someone use the backburner as pyro on C defence on gravel? :D]]></description>
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        <pubDate>Tue, 18 Nov 2008 15:33:24 +0100</pubDate>
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          <item>
        <title>Reply to &#8220;appe presents Tinnitus&#8221;</title>
        <link>http://etf2l.org/forum/movie/topic-937/page-2/?recent=30781#post=7279</link>
        <description><![CDATA[was down for me aswell. working now though]]></description>
        <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=http://etf2l.org&#038;feed=forum&#038;forum=&#038;topic=&#038;post=7279</guid>
        <pubDate>Thu, 16 Oct 2008 02:33:28 +0200</pubDate>
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        <title>Reply to &#8220;Demo Limit 1&#8221;</title>
        <link>http://etf2l.org/forum/league/topic-581/page-1/?recent=4302#post=3873</link>
        <description><![CDATA[Team Name: Normal Kombat
ETF2L Division: Division 3a
Against demo limit 1]]></description>
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        <pubDate>Thu, 21 Aug 2008 20:24:29 +0200</pubDate>
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        <title>New topic: &#8220;Normal Kombat frallsöndag&#8221;</title>
        <link>http://etf2l.org/forum/movie/topic-479/page-1/?recent=3508#post=3094</link>
        <description><![CDATA[<a href=\"http://www.megaupload.com/se/?d=TRMJH9IO\" title=\"Download\" rel=\"nofollow\">Download</a>

Contains frags from all members of the team, collected over a couple of weeks.

First complete movie created, so please provide some feedback.]]></description>
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        <pubDate>Thu, 31 Jul 2008 23:23:25 +0200</pubDate>
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        <title>Reply to &#8220;Regarding demoman limit&#8221;</title>
        <link>http://etf2l.org/forum/general/topic-281/page-1/?recent=284046#post=1526</link>
        <description><![CDATA[In really don\'t see any reason to deviate from the cl2 ml1 we\'ve all been using so far.

If we compare it to the medic, which most of us have agreed it is best to have capped at one, the two demomen is not nearly used as much as two medics would be. Some teams feel they are a viable, and sometimes even the best, setup for certain maps. It\'s a bit more risky, since they are very vulnerable at short range, but faster dps and very powerful if played right. So why deny the teams that wants to use them the opportunity to do so?]]></description>
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        <pubDate>Sun, 08 Jun 2008 19:11:43 +0200</pubDate>
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