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	<title>Comments on: TF2 Rule Changes</title>
	<link>http://i33.multiplay.co.uk/newsid/86</link>
	<description>The UK's Largest LAN Festival</description>
	<pubDate>Thu, 28 Aug 2008 07:37:28 +0000</pubDate>
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		<title>By: anon</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-19</link>
		<dc:creator>anon</dc:creator>
		<pubDate>Wed, 23 Jan 2008 02:18:34 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-19</guid>
		<description>also, 1 medic can uber 3-4 people at the same time switching targets

if you had 2 medics, 1 medic could use uber on most of his team then after 12 seconds, the other medic ubers everyone. noone wants to see 4 people ubered for half a minute</description>
		<content:encoded><![CDATA[<p>also, 1 medic can uber 3-4 people at the same time switching targets</p>
<p>if you had 2 medics, 1 medic could use uber on most of his team then after 12 seconds, the other medic ubers everyone. noone wants to see 4 people ubered for half a minute</p>
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		<title>By: Kompaniet.fojji</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-18</link>
		<dc:creator>Kompaniet.fojji</dc:creator>
		<pubDate>Tue, 22 Jan 2008 20:23:39 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-18</guid>
		<description>Excellent move. For you non-believers I'll tell you the reason for medic limit 1. The only counter for übercharge is to use your own übercharge. Allowing 2 medics or more effectively means that if your opponent has 2 medics, you HAVE to have it as well. So it ends up being heal-arena instead of actual TF2.</description>
		<content:encoded><![CDATA[<p>Excellent move. For you non-believers I&#8217;ll tell you the reason for medic limit 1. The only counter for übercharge is to use your own übercharge. Allowing 2 medics or more effectively means that if your opponent has 2 medics, you HAVE to have it as well. So it ends up being heal-arena instead of actual TF2.</p>
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		<title>By: AcidReniX</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-17</link>
		<dc:creator>AcidReniX</dc:creator>
		<pubDate>Tue, 22 Jan 2008 14:48:13 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-17</guid>
		<description>Here's the problems.

Medics are extremely powerful classes, I don't need to elaborate on this further, apart from that there is _no_ time when a team would prefer to use 1 medic in a 6v6 as opposed to using 2, or even 3. When you start to increase the medic count, you also slow down the game. A typical 6 on 6 match with no medic limit or class limit, would 99% of the time be made up of 3 medics, with 3 soldiers, each forming an individual combo. Ubercharges will be hit before setup time finishes, and you will have a huge stalemate with teams of invunerable players running around each other.

Not to mention, with 2 or 3 medics, it is actually very hard to kill anyone on the team. Medics can heal each other, as well as combo up on an individual damage dealer.

Limiting medics to one adds much more to the game. More team work is required, after all, your medic can't get healed, or has to have map control around one of the few medkits on a map. Your team has to protect your medic at all costs. Also your whole team is limited to 1 uber charge at the start, using this at the right time is a skill, if you can pressure their medic into using their uber before you have to use yours, you get an advantage later in the round.

I could write more on that, but i'll move on.

2 Class limits. This makes the game much more entertaining to watch, as well as play. A team would quite often only consist of soldiers, scouts and a medic. By having a 2 class limit, you are forcing more diversity in the play. On a map like granary, soldiers are key to dominating the middle point, because of the height advantage given by the large crates. A team would more than likely run 5 soldiers and 1 medic (asuming 1 medic limit) because of this. The other option is a 5 or 6 man scout rush. This is fine, and very entertaining, but let's be realistic, how many times is this going to work as a strat. You might pull off 1 round before the enemy sticks a well placed sentry and its the end of that.

Now for crits. Crits are great for public play, they have almost certainly been designed so that a bad player has the potential to kill a good player in any given situation. This suits public play and makes the game very enjoyable, it means you can easily kill many people, even if its your first time playing the game. The problem is, it is too random for competitive play. Sure, both teams have criticals, but what if 1 team gets all their crits at key moments in key battles, while the other team gets them at bad times (such as defending a final point when the enemy gets an instant respawn anyway).

Not to mention, a few lucky crits can mean an entire team gets taken out, when really, they shouldn't have. 

Also.. crits are very unskillful. A soldier will sit there firing rockets from long distance at the enemy team, which are doing nothing at all, until a crit is launched and takes out 2 demomen and a medic. He has no intention of pushing up towards them, he can just spam a position where the enemy will most likely be, and wait for a crit rocket. Same with a demoman.

The rules most of the leagues now use have been considered time and time again, and the community feels like the current rule set offers the most in terms of gameplay, teamwork and competitiveness.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s the problems.</p>
<p>Medics are extremely powerful classes, I don&#8217;t need to elaborate on this further, apart from that there is _no_ time when a team would prefer to use 1 medic in a 6v6 as opposed to using 2, or even 3. When you start to increase the medic count, you also slow down the game. A typical 6 on 6 match with no medic limit or class limit, would 99% of the time be made up of 3 medics, with 3 soldiers, each forming an individual combo. Ubercharges will be hit before setup time finishes, and you will have a huge stalemate with teams of invunerable players running around each other.</p>
<p>Not to mention, with 2 or 3 medics, it is actually very hard to kill anyone on the team. Medics can heal each other, as well as combo up on an individual damage dealer.</p>
<p>Limiting medics to one adds much more to the game. More team work is required, after all, your medic can&#8217;t get healed, or has to have map control around one of the few medkits on a map. Your team has to protect your medic at all costs. Also your whole team is limited to 1 uber charge at the start, using this at the right time is a skill, if you can pressure their medic into using their uber before you have to use yours, you get an advantage later in the round.</p>
<p>I could write more on that, but i&#8217;ll move on.</p>
<p>2 Class limits. This makes the game much more entertaining to watch, as well as play. A team would quite often only consist of soldiers, scouts and a medic. By having a 2 class limit, you are forcing more diversity in the play. On a map like granary, soldiers are key to dominating the middle point, because of the height advantage given by the large crates. A team would more than likely run 5 soldiers and 1 medic (asuming 1 medic limit) because of this. The other option is a 5 or 6 man scout rush. This is fine, and very entertaining, but let&#8217;s be realistic, how many times is this going to work as a strat. You might pull off 1 round before the enemy sticks a well placed sentry and its the end of that.</p>
<p>Now for crits. Crits are great for public play, they have almost certainly been designed so that a bad player has the potential to kill a good player in any given situation. This suits public play and makes the game very enjoyable, it means you can easily kill many people, even if its your first time playing the game. The problem is, it is too random for competitive play. Sure, both teams have criticals, but what if 1 team gets all their crits at key moments in key battles, while the other team gets them at bad times (such as defending a final point when the enemy gets an instant respawn anyway).</p>
<p>Not to mention, a few lucky crits can mean an entire team gets taken out, when really, they shouldn&#8217;t have. </p>
<p>Also.. crits are very unskillful. A soldier will sit there firing rockets from long distance at the enemy team, which are doing nothing at all, until a crit is launched and takes out 2 demomen and a medic. He has no intention of pushing up towards them, he can just spam a position where the enemy will most likely be, and wait for a crit rocket. Same with a demoman.</p>
<p>The rules most of the leagues now use have been considered time and time again, and the community feels like the current rule set offers the most in terms of gameplay, teamwork and competitiveness.</p>
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		<title>By: Loader</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-16</link>
		<dc:creator>Loader</dc:creator>
		<pubDate>Mon, 21 Jan 2008 16:11:24 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-16</guid>
		<description>1 medic is fine.  Leave as is.</description>
		<content:encoded><![CDATA[<p>1 medic is fine.  Leave as is.</p>
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		<title>By: Strac</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-14</link>
		<dc:creator>Strac</dc:creator>
		<pubDate>Sun, 20 Jan 2008 08:36:02 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-14</guid>
		<description>I agree with taking the crit hits off as its more skill and less luck but alot of teams functions on two medics so maybe even increasing it to medics or removing the limit at all</description>
		<content:encoded><![CDATA[<p>I agree with taking the crit hits off as its more skill and less luck but alot of teams functions on two medics so maybe even increasing it to medics or removing the limit at all</p>
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		<title>By: zomg</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-12</link>
		<dc:creator>zomg</dc:creator>
		<pubDate>Sat, 19 Jan 2008 22:35:47 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-12</guid>
		<description>I whole heartedly approve of this ability to post comments.</description>
		<content:encoded><![CDATA[<p>I whole heartedly approve of this ability to post comments.</p>
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	<item>
		<title>By: ned</title>
		<link>http://i33.multiplay.co.uk/newsid/86#comment-11</link>
		<dc:creator>ned</dc:creator>
		<pubDate>Fri, 18 Jan 2008 23:50:04 +0000</pubDate>
		<guid>http://i33.multiplay.co.uk/newsid/86#comment-11</guid>
		<description>Not sure why either of these rules have been implemented. Medics have a weakness just like any class, a team full of medics is useless. Let clans decide how they want to make up their team.

Same with critical hits, they are part of the game.</description>
		<content:encoded><![CDATA[<p>Not sure why either of these rules have been implemented. Medics have a weakness just like any class, a team full of medics is useless. Let clans decide how they want to make up their team.</p>
<p>Same with critical hits, they are part of the game.</p>
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