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	<title>
	Comments on: Badlands	</title>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26827</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 21:18:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26827</guid>

					<description><![CDATA[I&#039;m finding it Spy-friendly, actually. There are several points in each building where you can stand to the side of a main route, unseen, without having to worry about your back, and slip in for a quick backstab as soon as someone walks by. Some routes from the second cap let you get to the mid-cap without using any cloak, too - you&#039;re not completely hidden from view, but far enough away from everyone that looking suspicious isn&#039;t fatal.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m finding it Spy-friendly, actually. There are several points in each building where you can stand to the side of a main route, unseen, without having to worry about your back, and slip in for a quick backstab as soon as someone walks by. Some routes from the second cap let you get to the mid-cap without using any cloak, too &#8211; you&#8217;re not completely hidden from view, but far enough away from everyone that looking suspicious isn&#8217;t fatal.</p>
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		<title>
		By: Mike		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26826</link>

		<dc:creator><![CDATA[Mike]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 21:07:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26826</guid>

					<description><![CDATA[Badlands took a while to grow on me. It initially seemed very complex and confusing, but the back-and-forth in the three middle points is excellent. A bit harsh on Spies and Snipers at the moment, I think, but those tactics are usually the last to emerge anyway.]]></description>
			<content:encoded><![CDATA[<p>Badlands took a while to grow on me. It initially seemed very complex and confusing, but the back-and-forth in the three middle points is excellent. A bit harsh on Spies and Snipers at the moment, I think, but those tactics are usually the last to emerge anyway.</p>
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		<title>
		By: Seniath		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26825</link>

		<dc:creator><![CDATA[Seniath]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 19:44:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26825</guid>

					<description><![CDATA[In all honesty, that was my first time on the map, I had no clue what I was doing or where I was going. The amount of twists and turns certainly does make for lots of &#039;awesome sentry positions&#039;. Perhaps too many? Time will tell I guess. Still, much more interesting to play than Granary or Well (though that may just be the novelty talking).]]></description>
			<content:encoded><![CDATA[<p>In all honesty, that was my first time on the map, I had no clue what I was doing or where I was going. The amount of twists and turns certainly does make for lots of &#8216;awesome sentry positions&#8217;. Perhaps too many? Time will tell I guess. Still, much more interesting to play than Granary or Well (though that may just be the novelty talking).</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26824</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 19:36:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26824</guid>

					<description><![CDATA[The cap-rate on the final point could be a factor not of how recently the second cap was taken, but of the round time so far. So if you&#039;re standing on the final enemy cap within five minutes of first spawn, it&#039;s going to take ten, twenty seconds to capture. But if the round&#039;s been going on for twenty minutes already, it caps instantly. And similarly, but less so, for the second caps. They could even get harder for the defenders to re-cap if the match has lasted too long.

I think generally the life cycle of any new map goes from a) incredibly quick rounds because engies don&#039;t know where to put sentries, to b) incredibly slow rounds when no-one&#039;s learnt how to attack the awesome sentry positions the engies have found, to c) schizophrenic flitting from one extreme to the other as morons and pros join and leave.

I just had my first long round on it, with Seniath and Dan, and it was because Blue had four or so engies with sentries on the middle cap, but too weak an offense to push past our second. They weren&#039;t actually hard to take down, I just couldn&#039;t do more than two at a time with Seniath around. At one point there were so many Spies on each team, all taking the same path between the middle cap and the second, that it was just a mini Spy-war of us trying to shoot or backstab each other before we carried on. 

It ended in a stalemate, but I would have rather kept playing. Maybe servers should be able to specify an &#039;ideal match time&#039; (independently of a hard map time limit), to make capping more volatile and time bonuses lower once the match goes past it. I thought time bonuses already did decrease with each successive re-cap, but forty-five minutes seems steep.]]></description>
			<content:encoded><![CDATA[<p>The cap-rate on the final point could be a factor not of how recently the second cap was taken, but of the round time so far. So if you&#8217;re standing on the final enemy cap within five minutes of first spawn, it&#8217;s going to take ten, twenty seconds to capture. But if the round&#8217;s been going on for twenty minutes already, it caps instantly. And similarly, but less so, for the second caps. They could even get harder for the defenders to re-cap if the match has lasted too long.</p>
<p>I think generally the life cycle of any new map goes from a) incredibly quick rounds because engies don&#8217;t know where to put sentries, to b) incredibly slow rounds when no-one&#8217;s learnt how to attack the awesome sentry positions the engies have found, to c) schizophrenic flitting from one extreme to the other as morons and pros join and leave.</p>
<p>I just had my first long round on it, with Seniath and Dan, and it was because Blue had four or so engies with sentries on the middle cap, but too weak an offense to push past our second. They weren&#8217;t actually hard to take down, I just couldn&#8217;t do more than two at a time with Seniath around. At one point there were so many Spies on each team, all taking the same path between the middle cap and the second, that it was just a mini Spy-war of us trying to shoot or backstab each other before we carried on. </p>
<p>It ended in a stalemate, but I would have rather kept playing. Maybe servers should be able to specify an &#8216;ideal match time&#8217; (independently of a hard map time limit), to make capping more volatile and time bonuses lower once the match goes past it. I thought time bonuses already did decrease with each successive re-cap, but forty-five minutes seems steep.</p>
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		<title>
		By: Graham		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26823</link>

		<dc:creator><![CDATA[Graham]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 19:15:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26823</guid>

					<description><![CDATA[I just got out of a Badlands game where a single round lasted for over 45 minutes. I never saw how it ended, because no one could ever capture the last point and the clock never even fell below 9 minutes remaining. 

The second-to-last point isn&#039;t that hard to capture, but it&#039;s incredibly difficult to hold. We&#039;d get it, they&#039;d take it back. We&#039;d get it, they&#039;d take it back. Occasionally, the tides would switch and they&#039;d fight back, getting as far as capturing &lt;i&gt;our&lt;/i&gt; second-to-last point. Then we&#039;d take it back, and then they&#039;d take it again. On and on.

This wasn&#039;t dramatic or tense. It was just flat and repetitive. It was a stalemate without the game being able to end and just call it that.]]></description>
			<content:encoded><![CDATA[<p>I just got out of a Badlands game where a single round lasted for over 45 minutes. I never saw how it ended, because no one could ever capture the last point and the clock never even fell below 9 minutes remaining. </p>
<p>The second-to-last point isn&#8217;t that hard to capture, but it&#8217;s incredibly difficult to hold. We&#8217;d get it, they&#8217;d take it back. We&#8217;d get it, they&#8217;d take it back. Occasionally, the tides would switch and they&#8217;d fight back, getting as far as capturing <i>our</i> second-to-last point. Then we&#8217;d take it back, and then they&#8217;d take it again. On and on.</p>
<p>This wasn&#8217;t dramatic or tense. It was just flat and repetitive. It was a stalemate without the game being able to end and just call it that.</p>
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		<title>
		By: ImperialCreed		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26822</link>

		<dc:creator><![CDATA[ImperialCreed]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 13:29:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26822</guid>

					<description><![CDATA[Sing it from the mountain top Tom! Team Fortress 2 is the first online game I&#039;ve ever really gotten into and tbh it&#039;s the most fun game I&#039;ve played in ages. I suppose I have the PCG/Javaserver bunch to thank for that, but the whole shared moment thing is spot on. Right now the experience is pretty awesome, and I love the fact that it&#039;s set to just get better.

However, I do detest Granary and rather like Well, which I guess is a tad odd.]]></description>
			<content:encoded><![CDATA[<p>Sing it from the mountain top Tom! Team Fortress 2 is the first online game I&#8217;ve ever really gotten into and tbh it&#8217;s the most fun game I&#8217;ve played in ages. I suppose I have the PCG/Javaserver bunch to thank for that, but the whole shared moment thing is spot on. Right now the experience is pretty awesome, and I love the fact that it&#8217;s set to just get better.</p>
<p>However, I do detest Granary and rather like Well, which I guess is a tad odd.</p>
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		<title>
		By: Seniath		</title>
		<link>https://www.pentadact.com/2008-02-16-badlands/#comment-26821</link>

		<dc:creator><![CDATA[Seniath]]></dc:creator>
		<pubDate>Sat, 16 Feb 2008 11:44:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/index.php/2008-02-16-badlands#comment-26821</guid>

					<description><![CDATA[I must confess, in between uni and Audiosurf, I&#039;ve yet to actually try Badlands out...]]></description>
			<content:encoded><![CDATA[<p>I must confess, in between uni and Audiosurf, I&#8217;ve yet to actually try Badlands out&#8230;</p>
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