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	<title>ETF2L &#8211; Latest activity in &#8220;Uber clock.&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-7586/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by Jh</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119175</link>
    	    <description><![CDATA[dumb, imo.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 13:20:57 +0100</pubDate>
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    	    <title>Reply by ErrorOperator</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119160</link>
    	    <description><![CDATA[<blockquote>Ive quit TF2... ignore</blockquote>

I corrected it for you killchain. But on a serious note in theory it sounds like a good idea, but there are many situations where keeping an uber is just too vital to kill off the medic. It would make defending last on any cp map and absolute pain. This would make it even more like "You win middle, you win the round".]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 12:54:30 +0100</pubDate>
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    	    <title>Reply by Agron</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119149</link>
    	    <description><![CDATA[Replace stickies with the old pipes (they don't stick to walls)
Uber only affects the medic for 5 seconds or so. (for those "I must save the point/my own behind situations)
_________

can't sticky trap as well as before, don't need the uber to break through those traps --&#62; faster gameplay


edit: forgot to mention that I think the game is just peachy and fine as it is. No drastic measures are needed nor wanted imo]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 12:39:37 +0100</pubDate>
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    	    <title>Reply by -Flush-</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119141</link>
    	    <description><![CDATA[did SfnX just say premature uberation lololol]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=7586&#038;post=119141</guid>
    	    <pubDate>Wed, 11 Nov 2009 12:26:25 +0100</pubDate>
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    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119114</link>
    	    <description><![CDATA[<blockquote>

cons:
Less Tactical Gameplay
</blockquote>

Stop healing, use HP packs to keep your team alive. Time when it pops and start running in. Sounds tactical enough for me :P.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 11:45:04 +0100</pubDate>
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    	    <title>Reply by EXM</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119113</link>
    	    <description><![CDATA[<blockquote>i like the idea of ubers that are activated the moment you hit 100% would make it alot more interesting to watch at least.</blockquote>

Played a mix some time ago, in which our medic had some sort of script, which got broken after an update, so as soon as he hit 100% the charge would activate. Was pretty fun to play although really inpractical- some of us had to push with &#60;20% health, and we couldnt defend AT ALL. So... NO.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 11:40:31 +0100</pubDate>
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    	    <title>Reply by fJack</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119107</link>
    	    <description><![CDATA[i prefer my kritz only idea with engie banned.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=7586&#038;post=119107</guid>
    	    <pubDate>Wed, 11 Nov 2009 11:27:35 +0100</pubDate>
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    	    <title>Reply by SfnX</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119103</link>
    	    <description><![CDATA[pros:
Faster decision making.
faster Pased match

Cons:
Premature uberation
Less Tactical Gameplay

i dont like the idea altho i imagine it will be a much faster paced game having to make rush decisions etc. but the main issue is the actual uber itself, tbh i dont like the uber even if i have it, 1 uber with demo/solly or any class really can take out a whole squad of team members, Id remove the invulerability and replace it with a 2x healing beam or something.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 11:21:51 +0100</pubDate>
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    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-2/?recent=119175#post=119100</link>
    	    <description><![CDATA[<blockquote>i like the idea of ubers that are activated the moment you hit 100% would make it alot more interesting to watch at least.</blockquote>

Yeah. Would be hella hard to time. I like it.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=7586&#038;post=119100</guid>
    	    <pubDate>Wed, 11 Nov 2009 11:14:18 +0100</pubDate>
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    	    <title>Reply by Killchain</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119099</link>
    	    <description><![CDATA[Like the idea. Would give it a try]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=7586&#038;post=119099</guid>
    	    <pubDate>Wed, 11 Nov 2009 11:13:04 +0100</pubDate>
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    	    <title>Reply by Xzar</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119097</link>
    	    <description><![CDATA[epic bait]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=7586&#038;post=119097</guid>
    	    <pubDate>Wed, 11 Nov 2009 11:02:45 +0100</pubDate>
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    	    <title>Reply by iQue</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119096</link>
    	    <description><![CDATA[No.

It's a decent idea though.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 11:00:06 +0100</pubDate>
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    	    <title>Reply by Anderson</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119091</link>
    	    <description><![CDATA[You could set it so that every time a team has an uber, the roundtime clock (gran/bad resets to 10mins on capturing a point iirc) speeds up by say 2x's normal speed, meaning that a team will have generally under 5minutes to attack and atleast capture the next point with an uber. 

If both teams have an uber, maybe a 4x's roundtime speed could be used, giving only a small timescale in which to use the uber or lose out to roundtime.

Some might question the idea that this puts the attacking team at a disadvantage, given the relatively small timescale that a team has in order to push (especially if both teams have an uberchagre). Once an uber is triggered remember from one team, the time goes down to 2x's normal speed, and then when the other is used, normal playtime is back in play.

Also its pretty difficult for a team to push back from losing middle easily, so the chances are still in favour of the attacking team. Considering a CP1 defence-&#62;CP5 attack is not very common, it could open up to more attacking/thinking-playstyle.

It would also bring a whole host of defensive and offensive playing styles, such as the use of kritz to waste the other teams "attacking" time?. Could play nicely, and help speed up the choke areas around TF2, but not totally killing the choke-holdoffs which make TF2 a game of attrition.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 10:41:03 +0100</pubDate>
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    	    <title>Reply by Agron</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119071</link>
    	    <description><![CDATA[How would byte and pwr be able to play tf2 anymore if sitting on their hands for ages wasnt a viable tactic anymore?!?! )))  ps. I never stay alive long enough to get a charge anyway so i guess this wouldnt affect diggy in anyway. Peace n love yo.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 09:25:38 +0100</pubDate>
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    	    <title>Reply by illii</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-7586/page-1/?recent=119175#post=119070</link>
    	    <description><![CDATA[Is a nice idea, but not really practical is it? I mean, you could make a cup with it or something, but overall all it really does is give the medic a high stressfactor and throbbing headache. People would simply never agree to use it unless they're bored out of their mind (hi agron). Though would enforce new tactics and help people learn the importance of not wasting time standing around, so in theory it would easily help teams develop tacticswise if used.]]></description>
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    	    <pubDate>Wed, 11 Nov 2009 09:21:41 +0100</pubDate>
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