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	Comments on: Analysing Team Fortress 2	</title>
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		<title>
		By: Cptn.Average		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-40142</link>

		<dc:creator><![CDATA[Cptn.Average]]></dc:creator>
		<pubDate>Sun, 21 Dec 2008 02:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-40142</guid>

					<description><![CDATA[Speaking from a bit of hindsight (it being a year since Toms post went up) one thing that strikes me is how the scout is now the least played class and coincidentally how hydro doesn&#039;t get a lot of play anymore.  A link maybe?  I know from my own experience that scouts have a lot of room to manoeuvre on Hydro (for the most part anyway).  Most other maps just aren&#039;t as favourable for the scout, especially if the enemy gets time to prepare.

But for the record I love hydro about as much as dustbowl, which makes me sad to see it being underplayed =(   Maybe if the cap points were more/less exposed people could enjoy it a bit more.]]></description>
			<content:encoded><![CDATA[<p>Speaking from a bit of hindsight (it being a year since Toms post went up) one thing that strikes me is how the scout is now the least played class and coincidentally how hydro doesn&#8217;t get a lot of play anymore.  A link maybe?  I know from my own experience that scouts have a lot of room to manoeuvre on Hydro (for the most part anyway).  Most other maps just aren&#8217;t as favourable for the scout, especially if the enemy gets time to prepare.</p>
<p>But for the record I love hydro about as much as dustbowl, which makes me sad to see it being underplayed =(   Maybe if the cap points were more/less exposed people could enjoy it a bit more.</p>
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		<title>
		By: redtoade		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-27112</link>

		<dc:creator><![CDATA[redtoade]]></dc:creator>
		<pubDate>Thu, 06 Mar 2008 18:38:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-27112</guid>

					<description><![CDATA[When you join a server with only a handful of people playing, isn&#039;t it typical to have a bunch of scouts and no medics?  That&#039;s the result of big holes in the defenses and no one to heal.  Someone always goes scout and tries to cap at least once before the server fills up.

Engineers are always played, because bar none they are the most necessary class in the game.  Not the most important, just that, no matter what the game conditions, it is required to have engineers playing in order to keep the game from becoming a blow out.  They establish the defensive lines.  They slow down the enemy&#039;s offensive, remove the advantage that the scout had during the game&#039;s first few minutes, and create the choke points.  If your team becomes short handed, defense calls for engineer.  If your team has the other pinned down in the respawns, someone goes engineer to setup a turret outside offensively.

So sure, scout and engineer plays all the time.  Makes sense to me.

Soldier and demoman have rocket/grenade jump.  This opens the map up so that they can go places the medic, heavy and pyro can not.  I can understand why they&#039;d be played more often.

That&#039;s why I love pyro.  He has enough speed to cut off a scout if you know where he&#039;s going.  Enough health to take a few shots and close the distance on an aware enemy.  And a weapon that can make an entire squad of charging opponents stop and back up thus blowing their momentum.  Ah the sneaky sneaky pyro.]]></description>
			<content:encoded><![CDATA[<p>When you join a server with only a handful of people playing, isn&#8217;t it typical to have a bunch of scouts and no medics?  That&#8217;s the result of big holes in the defenses and no one to heal.  Someone always goes scout and tries to cap at least once before the server fills up.</p>
<p>Engineers are always played, because bar none they are the most necessary class in the game.  Not the most important, just that, no matter what the game conditions, it is required to have engineers playing in order to keep the game from becoming a blow out.  They establish the defensive lines.  They slow down the enemy&#8217;s offensive, remove the advantage that the scout had during the game&#8217;s first few minutes, and create the choke points.  If your team becomes short handed, defense calls for engineer.  If your team has the other pinned down in the respawns, someone goes engineer to setup a turret outside offensively.</p>
<p>So sure, scout and engineer plays all the time.  Makes sense to me.</p>
<p>Soldier and demoman have rocket/grenade jump.  This opens the map up so that they can go places the medic, heavy and pyro can not.  I can understand why they&#8217;d be played more often.</p>
<p>That&#8217;s why I love pyro.  He has enough speed to cut off a scout if you know where he&#8217;s going.  Enough health to take a few shots and close the distance on an aware enemy.  And a weapon that can make an entire squad of charging opponents stop and back up thus blowing their momentum.  Ah the sneaky sneaky pyro.</p>
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		<title>
		By: JakethePirate		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24981</link>

		<dc:creator><![CDATA[JakethePirate]]></dc:creator>
		<pubDate>Sun, 16 Dec 2007 23:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24981</guid>

					<description><![CDATA[Well, I think Medic is fun and it is my most played class. My second most played class is Pyro, so maybe it&#039;s just me.

Melee heavy only sudden death is one of mans greatest accomplishments.]]></description>
			<content:encoded><![CDATA[<p>Well, I think Medic is fun and it is my most played class. My second most played class is Pyro, so maybe it&#8217;s just me.</p>
<p>Melee heavy only sudden death is one of mans greatest accomplishments.</p>
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		<title>
		By: ImperialCreed		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24954</link>

		<dc:creator><![CDATA[ImperialCreed]]></dc:creator>
		<pubDate>Fri, 14 Dec 2007 19:05:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24954</guid>

					<description><![CDATA[Am I the only one who doesn&#039;t have a favourite class? Most folk I&#039;ve played with seem to stick to one class for a whole game, unless our team happens to be desperately in need of medic or a spy to force a breakthrough.

As an Engineer I love putting up and taking care of my turret, but I&#039;m also fond of sniping Heavies from afar. And being a Scout becase they can annoy people so much.

I found Hydro to be an okay map, though it&#039;s the one I&#039;ve spent least time on. It&#039;s Dustbowl I totally suck at.]]></description>
			<content:encoded><![CDATA[<p>Am I the only one who doesn&#8217;t have a favourite class? Most folk I&#8217;ve played with seem to stick to one class for a whole game, unless our team happens to be desperately in need of medic or a spy to force a breakthrough.</p>
<p>As an Engineer I love putting up and taking care of my turret, but I&#8217;m also fond of sniping Heavies from afar. And being a Scout becase they can annoy people so much.</p>
<p>I found Hydro to be an okay map, though it&#8217;s the one I&#8217;ve spent least time on. It&#8217;s Dustbowl I totally suck at.</p>
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		<title>
		By: Man Raised By Puffins		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24891</link>

		<dc:creator><![CDATA[Man Raised By Puffins]]></dc:creator>
		<pubDate>Tue, 11 Dec 2007 14:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24891</guid>

					<description><![CDATA[With regards to the Medic stats, it&#039;s probably worth bearing in mind that as a pre-requisite to play as one you need a decent pool of players on your team to heal (or failing that at least a lone Heavy). If a server only has a few people on each team, the chances are that it isn&#039;t worth having a Medic on the team. Well, unless if said Medic is a crackshot with the syringe gun anyway. 

Without seeing a more detailed breakdown though, it&#039;s difficult to tell whether I&#039;m talking out of my arse here or not.]]></description>
			<content:encoded><![CDATA[<p>With regards to the Medic stats, it&#8217;s probably worth bearing in mind that as a pre-requisite to play as one you need a decent pool of players on your team to heal (or failing that at least a lone Heavy). If a server only has a few people on each team, the chances are that it isn&#8217;t worth having a Medic on the team. Well, unless if said Medic is a crackshot with the syringe gun anyway. </p>
<p>Without seeing a more detailed breakdown though, it&#8217;s difficult to tell whether I&#8217;m talking out of my arse here or not.</p>
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		<title>
		By: grey_painter		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24870</link>

		<dc:creator><![CDATA[grey_painter]]></dc:creator>
		<pubDate>Mon, 10 Dec 2007 19:20:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24870</guid>

					<description><![CDATA[I quite like Hydro, I think I&#039;ve played it enough to have seen most of the arrangements of maps so I usually know where to go once I see the two entry points to the start area. I like having a few oft forgotten routes into each base too to exploit.

As for the blue/red split, I&#039;m not convinced it is that statistically relevant. Then again I never did well at stats.]]></description>
			<content:encoded><![CDATA[<p>I quite like Hydro, I think I&#8217;ve played it enough to have seen most of the arrangements of maps so I usually know where to go once I see the two entry points to the start area. I like having a few oft forgotten routes into each base too to exploit.</p>
<p>As for the blue/red split, I&#8217;m not convinced it is that statistically relevant. Then again I never did well at stats.</p>
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		<title>
		By: The_B		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24866</link>

		<dc:creator><![CDATA[The_B]]></dc:creator>
		<pubDate>Mon, 10 Dec 2007 15:18:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24866</guid>

					<description><![CDATA[The arrows annoy me immensely - especially when they&#039;re pointing to barriers that AREN&#039;T EVEN OPEN.

Although I think dynamic maps could work better eventually, Valve have a bit to learn yet though.

It&#039;s wierd though how some things can be attributed to the simplest of things, like you say perhaps more new players pick red because it&#039;s the first choice, but conversely I think that perhaps more people pick red first as a team choice, while the people who are actually playing in a sportsman like manner - and as elitist as this sounds, are probably the better players - choose the random door, and thus get put onto the blue team. Or as someone has said to me, even simpler: the blue door is the closest to the centre, so is the least amount of mouse movement used to get to it, and clicked first by people who just want to play.]]></description>
			<content:encoded><![CDATA[<p>The arrows annoy me immensely &#8211; especially when they&#8217;re pointing to barriers that AREN&#8217;T EVEN OPEN.</p>
<p>Although I think dynamic maps could work better eventually, Valve have a bit to learn yet though.</p>
<p>It&#8217;s wierd though how some things can be attributed to the simplest of things, like you say perhaps more new players pick red because it&#8217;s the first choice, but conversely I think that perhaps more people pick red first as a team choice, while the people who are actually playing in a sportsman like manner &#8211; and as elitist as this sounds, are probably the better players &#8211; choose the random door, and thus get put onto the blue team. Or as someone has said to me, even simpler: the blue door is the closest to the centre, so is the least amount of mouse movement used to get to it, and clicked first by people who just want to play.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24862</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Mon, 10 Dec 2007 13:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24862</guid>

					<description><![CDATA[The changing terrain doesn&#039;t help: the ten seconds you spend working out where the enemies can actually come from are all it takes for a Scout rush to get to your cap. Engies, the usual counter to rushes, are virtually useless without perfect situational awareness from second zero.

It also doesn&#039;t help that there are GIANT FLASHING ARROWS pointing to routes blocked off by LOCKED METAL BARRIERS, as if to say, &quot;Hey guys, wouldn&#039;t it be nice if you could get through here?&quot;]]></description>
			<content:encoded><![CDATA[<p>The changing terrain doesn&#8217;t help: the ten seconds you spend working out where the enemies can actually come from are all it takes for a Scout rush to get to your cap. Engies, the usual counter to rushes, are virtually useless without perfect situational awareness from second zero.</p>
<p>It also doesn&#8217;t help that there are GIANT FLASHING ARROWS pointing to routes blocked off by LOCKED METAL BARRIERS, as if to say, &#8220;Hey guys, wouldn&#8217;t it be nice if you could get through here?&#8221;</p>
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		<title>
		By: roBurky		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24857</link>

		<dc:creator><![CDATA[roBurky]]></dc:creator>
		<pubDate>Mon, 10 Dec 2007 08:21:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24857</guid>

					<description><![CDATA[Hydro is awful. But it&#039;s nothing to do with the changing terrain.

It&#039;s the mechanics of it. It&#039;s because it is just two capture points, with both teams attacking and defending. Because there&#039;s only one point to take, it&#039;s quite possible to win a map segment within a few seconds of the start of the game, leaving both teams bemused.

But if that doesn&#039;t happen, and both teams manage to dedicate some defense, then taking that control point becomes a horrible chore because it is so close to the enemy&#039;s spawn point. There&#039;s no attacker&#039;s advantage like there is on the similar last points of well or granary. And unlike the two-point dustbowl mini-rounds, both teams have to split their attention between attack and defense, making it harder to maintain a momentum when you do manage to break through a defensive line.

So most mini-rounds go to sudden death. And almost all sudden death rounds end in Another. Fucking. Stalemate.]]></description>
			<content:encoded><![CDATA[<p>Hydro is awful. But it&#8217;s nothing to do with the changing terrain.</p>
<p>It&#8217;s the mechanics of it. It&#8217;s because it is just two capture points, with both teams attacking and defending. Because there&#8217;s only one point to take, it&#8217;s quite possible to win a map segment within a few seconds of the start of the game, leaving both teams bemused.</p>
<p>But if that doesn&#8217;t happen, and both teams manage to dedicate some defense, then taking that control point becomes a horrible chore because it is so close to the enemy&#8217;s spawn point. There&#8217;s no attacker&#8217;s advantage like there is on the similar last points of well or granary. And unlike the two-point dustbowl mini-rounds, both teams have to split their attention between attack and defense, making it harder to maintain a momentum when you do manage to break through a defensive line.</p>
<p>So most mini-rounds go to sudden death. And almost all sudden death rounds end in Another. Fucking. Stalemate.</p>
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		<title>
		By: Jack		</title>
		<link>https://www.pentadact.com/2007-12-10-analysing-team-fortress-2/#comment-24855</link>

		<dc:creator><![CDATA[Jack]]></dc:creator>
		<pubDate>Mon, 10 Dec 2007 06:18:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.kfj.f2s.com/index.php/2007-12-10-analysing-team-fortress-2#comment-24855</guid>

					<description><![CDATA[hydro is the best map. i do not understand why everyone hates it.]]></description>
			<content:encoded><![CDATA[<p>hydro is the best map. i do not understand why everyone hates it.</p>
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