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	<title>ETF2L &#8211; Latest activity in &#8220;FEEDBACK FOR GORGE:&#8221;</title>
	<link>https://staging.etf2l.org/forum/league/topic-8469/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
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    	    <title>Reply by RaCio</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=145018</link>
    	    <description><![CDATA[Last should already be much easier to attack with the forward respawn, and the extra cover looks good.]]></description>
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    	    <pubDate>Fri, 29 Jan 2010 15:15:32 +0100</pubDate>
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    	    <title>Reply by Buffalo Bill</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=144983</link>
    	    <description><![CDATA[<i>Quoted from baerbel</i>
		<blockquote>they added an extra way for the attackers, more cover so the enemy doesnt know where you come from so i think its gotten better</blockquote>

They added a new way to get on the first top, the number of ways to get to the last point hasn't changed nor have they changed. They moved the crates a little forward, that's all.]]></description>
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    	    <pubDate>Fri, 29 Jan 2010 13:19:50 +0100</pubDate>
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    	    <title>Reply by baerbel</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=144981</link>
    	    <description><![CDATA[they added an extra way for the attackers, more cover so the enemy doesnt know where you come from so i think its gotten better]]></description>
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    	    <pubDate>Fri, 29 Jan 2010 13:13:59 +0100</pubDate>
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    	    <title>Reply by Shabbaman</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=144975</link>
    	    <description><![CDATA[So...

The forward spawn is very nice for everyone who doesn't like to walk, but I'm disappointed by the changes to cp2. It doesn't seem to make any difference.]]></description>
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    	    <pubDate>Fri, 29 Jan 2010 12:52:10 +0100</pubDate>
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    	    <title>Reply by Satako</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=143246</link>
    	    <description><![CDATA[<i>Quoted from JimmyBreeze</i>
		<blockquote>Does anyone have any stv demos of this happening? I haven't seen it yet and I'd like to.

I will be contacting some of the teams that played in the ESH cup tonight and/or tomorrow. I've been so  busy at work, so I haven't heard any detailed feedback from it yet. It was good to see that the brackets went to form, that we didn't have any division 4 teams beating division 2 ones or whatever.</blockquote>
Have a word with SnowiE to see if he has some -- we've run two sentries on last a few times and it has always locked it down.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 14:18:20 +0100</pubDate>
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    	    <title>Reply by GibbZ</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=143214</link>
    	    <description><![CDATA[Rake summed up everything nicely to be honest...

1) fix sentry spot (make it so only 1 sentry can be put down their or something? add cover?
2) forward respawns]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 12:32:41 +0100</pubDate>
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    	    <title>Reply by Rake</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=143212</link>
    	    <description><![CDATA[The cp2 is easy to defend with a good sniper and an engy, or two engies. Only tested engies in pugs which might have something to do with it, thought. The only decent way to destroy the sentry is from the top level, and you easily get caught midair causing your uber to be forced, just to kill that one sg. If there's two and they're not destroyable by the same stickies for example, there's little you can do. Also jumping down to the pit is a suicide unless you killed the whole enemy team + 1-2 sgs with, as jones pointed out, 5 players (unless you spent an extra 30s running to the point or something). Good luck with that. The point needs some sort of positional advantage to the sg's for the attackers.
Taking away the pit would to quite a great extent modify the last point and I wouldn't even consider it the same point anymore. You could try removing the ledge people hide their sentries under, but I think there might be better ways. Also add some obstacle around the pit in some areas to stop directly spamming downwards with small to no risk of suffering damage yourself. Adding some sort of ledge to the right of the defenders' spawn might stop getting to the point so quickly after respawn, but it'd also be a major buff to the sniper standing there, acting as a cover.
Also adding some extra route to the room before the cp2 could make attacks there more varied and make it harder for a sniper to keep track of all players moving thru that room.
A forward respawn is, in my opinion, required because nothing is more boring to play as/watch than an engineer that doesn't get any kills or have any action at all apart from a little shotgunning on pushes. This doesn't necessarily have to remove an utility class from use, but it would instead free one player from playing engi to play sniper or spy, or possibly even heavy.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 12:18:53 +0100</pubDate>
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    	    <title>Reply by atreides</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-11/?recent=145018#post=143207</link>
    	    <description><![CDATA[I haven't questioned the engineer class (or the fun part of it when defending at times) generally. If there's a really defensive class, it's the engineer, although some pubbers play him as a less effective, offensive supporter.

One element why it's that hard to take the 2nd cp is the absence of a forward respawn.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 11:47:22 +0100</pubDate>
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    	    <title>Reply by Shabbaman</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143199</link>
    	    <description><![CDATA[<i>Quoted from atreides</i>
		<blockquote>[...]

Totally agree with this. I doubt anyone who likes this "offensive engineer" role has ever played it on gorge, I did. It's boring as hell.</blockquote>

I didn't say it's thrilling. But it's an opinion: on publics there are a lot of players that enjoy playing offensive engineer, even on Gorge. I guess nobody that plays in the ETF2L enjoys playing engineer at all, since it's not their main class. Valve most likely thinks otherwise, or they wouldn't have put the class in at all.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 11:08:59 +0100</pubDate>
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    	    <title>Reply by atreides</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143193</link>
    	    <description><![CDATA[<i>Quoted from Sturmis</i>
		<blockquote>[...]

And an offensive engineer? SRSLY GUISE??!! Boring to play, even more boring to watch.</blockquote>

Totally agree with this. I doubt anyone who likes this "offensive engineer" role has ever played it on gorge, I did. It's boring as hell.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 10:40:56 +0100</pubDate>
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    	    <title>Reply by JimmyBreeze</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143191</link>
    	    <description><![CDATA[<i>Quoted from Jones</i>
		<blockquote>Playing a map with two engies on defence (which works very well)</blockquote>

Does anyone have any stv demos of this happening? I haven't seen it yet and I'd like to.

I will be contacting some of the teams that played in the ESH cup tonight and/or tomorrow. I've been so  busy at work, so I haven't heard any detailed feedback from it yet. It was good to see that the brackets went to form, that we didn't have any division 4 teams beating division 2 ones or whatever.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 10:39:54 +0100</pubDate>
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    	    <title>Reply by Sturmis</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143186</link>
    	    <description><![CDATA[<i>Quoted from Shabbaman</i>
		<blockquote>I think Quickman has a good point. Defending in the room right before cp2 is pretty easy as it is, which makes it tough to destroy the sentry in the pit PLUS kill the opposing team. The other option is to control the whole room that has cp2 and then spam the sentry. If it's easier to take out the sentry next to the cap, then you can focus on a "normal" player v.s. player fight (instead of v.s. sentry). That would make it less random. 

The more I play the map, the more I think a forward respawn isn't necessary. It would eliminate the offensive engineer, which is part of the charm of this map. Besides that, it doesn't look as if the distance between spawn and cp2 is a lot more than say the distance between the spawn and cp2 on some stages of dustbowl (or spawn and C on gravelpit).</blockquote>

I think the room right before the last point could use an extra route in, from the left (attackers' view) maybe.

And an offensive engineer? SRSLY GUISE??!! Boring to play, even more boring to watch.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 10:07:30 +0100</pubDate>
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    	    <title>Reply by Jones</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143185</link>
    	    <description><![CDATA[The more I play this map, the more I'm convinced the outcome relies on fortune and less on skill. Playing offensive engineer requires zero skill. Playing defensive engy requires very little skill. Playing a map with two engies on defence (which works very well) and one engy on attack means at least 3 of the 12 players aren't using any skill to play. Taking down two sentries with 5 players (as one is playing offensive engy) and the enemy uber is awful. The only reason I’ve seen teams lose this map on defence is because they mess about and lose 3 players trying to be heroes. This wouldn’t happen in officials.]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 10:07:00 +0100</pubDate>
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    	    <title>Reply by Shabbaman</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143183</link>
    	    <description><![CDATA[I think Quickman has a good point. Defending in the room right before cp2 is pretty easy as it is, which makes it tough to destroy the sentry in the pit PLUS kill the opposing team. The other option is to control the whole room that has cp2 and then spam the sentry. If it's easier to take out the sentry next to the cap, then you can focus on a "normal" player v.s. player fight (instead of v.s. sentry). That would make it less random. 

The more I play the map, the more I think a forward respawn isn't necessary. It would eliminate the offensive engineer, which is part of the charm of this map. Besides that, it doesn't look as if the distance between spawn and cp2 is a lot more than say the distance between the spawn and cp2 on some stages of dustbowl (or spawn and C on gravelpit).]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 09:57:42 +0100</pubDate>
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    	    <title>Reply by cheetah</title>
    	    <link>https://staging.etf2l.org/forum/league/topic-8469/page-10/?recent=145018#post=143162</link>
    	    <description><![CDATA[forward spawn

the last cp should be on the same level as the rest of the base (so no sentry hidden)
you only have one charge and
you cant really destroy a sentry in the corner on the cap point level and kill 3 people

atm you have to force the Uber of the defender or better headshot/backstab the medic
atm its more luck than skill imo]]></description>
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    	    <pubDate>Fri, 22 Jan 2010 02:58:55 +0100</pubDate>
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