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	<title>ETF2L &#8211; Latest activity in &#8220;Turbine rules format&#8221;</title>
	<link>https://staging.etf2l.org/forum/league/topic-16672/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by FIR</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-16672/page-1/?recent=300922#post=300922</link>
    	    <description><![CDATA[I generally feel that timelimit 15/20, flag capture limit 3 and winlimit 2 (bo3) allows for more intense matches.

This rule was partially used in Asia's 08'-09' GameSync league in regards to 2fort (unbelievable, yes). I was playing in that league and the timelimit 15-20 coupled with flag capture limit 3 often made games a shit ton more intense and tactically orientated (this era didnt have unlocks, hence planning on the fly).]]></description>
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    	    <pubDate>Thu, 05 May 2011 22:36:05 +0200</pubDate>
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    	<item>
    	    <title>Created by Hosain H</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-16672/page-1/?recent=300922#post=300916</link>
    	    <description><![CDATA[Best of 3, timelimit 10 is better than 5 flags to win one round.
What is to stop a team getting 4 points, get the last flag in their intel room and waiting until 29mins to cap the last one?
The reason timelimit 10 is better than 5 flags for a round is that it allows comebacks to happen more often.
A team can struggle to try and make a comeback from a 2-4 cap flawlessly, but it would take so much time that it is more of a gamble and better to just let the other team finish their last cap and go into another round. Making a teams attempt to make a comeback into gamble is a bad idea.
 
Discuss?]]></description>
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    	    <pubDate>Thu, 05 May 2011 22:27:34 +0200</pubDate>
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