<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	>
<channel>
	<title>Comments on: 0.9.2 El Halluf Rework</title>
	<atom:link href="http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/feed/" rel="self" type="application/rss+xml" />
	<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/</link>
	<description></description>
	<lastBuildDate>Fri, 30 Aug 2019 10:08:59 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.9.2</generator>
	<item>
		<title>By: irc_mort</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-167394</link>
		<dc:creator><![CDATA[irc_mort]]></dc:creator>
		<pubDate>Wed, 02 Jul 2014 07:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-167394</guid>
		<description><![CDATA[+1 BOOOORING!]]></description>
		<content:encoded><![CDATA[<p>+1 BOOOORING!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: irc_mort</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-167393</link>
		<dc:creator><![CDATA[irc_mort]]></dc:creator>
		<pubDate>Wed, 02 Jul 2014 06:56:02 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-167393</guid>
		<description><![CDATA[So many trees... this is a desert... I cannot understand this tree madness of WG... All the city and desert maps are infested with unnecessary trees. I would remove half of them.]]></description>
		<content:encoded><![CDATA[<p>So many trees&#8230; this is a desert&#8230; I cannot understand this tree madness of WG&#8230; All the city and desert maps are infested with unnecessary trees. I would remove half of them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: shoxize .</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166736</link>
		<dc:creator><![CDATA[shoxize .]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 15:27:51 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166736</guid>
		<description><![CDATA[uhmmmm (feels awesome), nerfs are a part of WG job lmao...]]></description>
		<content:encoded><![CDATA[<p>uhmmmm (feels awesome), nerfs are a part of WG job lmao&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: YukonHunter</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166723</link>
		<dc:creator><![CDATA[YukonHunter]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 14:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166723</guid>
		<description><![CDATA[And nailed in one!]]></description>
		<content:encoded><![CDATA[<p>And nailed in one!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: lonigus</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166707</link>
		<dc:creator><![CDATA[lonigus]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 13:54:05 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166707</guid>
		<description><![CDATA[Silent whats up with Sacred Valley? Is there any info?]]></description>
		<content:encoded><![CDATA[<p>Silent whats up with Sacred Valley? Is there any info?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Io36</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166565</link>
		<dc:creator><![CDATA[Io36]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 10:17:36 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166565</guid>
		<description><![CDATA[AMX50B med, rly ?]]></description>
		<content:encoded><![CDATA[<p>AMX50B med, rly ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tom van der Merwe</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166558</link>
		<dc:creator><![CDATA[Tom van der Merwe]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 09:33:42 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166558</guid>
		<description><![CDATA[The A line on the reworked El Halluf is going to be a nightmare from the south base. TD&#039;s will be able to sit in the north base hulldown and just obliterate anything coming that way.]]></description>
		<content:encoded><![CDATA[<p>The A line on the reworked El Halluf is going to be a nightmare from the south base. TD&#8217;s will be able to sit in the north base hulldown and just obliterate anything coming that way.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sokolniki</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166517</link>
		<dc:creator><![CDATA[Sokolniki]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 07:01:16 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166517</guid>
		<description><![CDATA[As a so-called &quot;Clicker&quot;, this is one of my favorite maps because I can severely punish campers even without the benefit of a scout on this map.  People sitting around the brawling spot at A3 are mostly begging to be shot repeatedly until they are all dead as there are ways for arty to get good angles on it from both locations, even on low trajectory artillery.  The few spots of concealment on either side of the map makes predicting the location of campers very easy.  Generally, this map has three stages... the first stage is the Scout Battle in the middle where various lights and mediums rush into cover at the bottom of the valley.  Which ever side had their fastest scouts spawned closer to the valley generally has the upper hand as they typically are already diving into cover before the other scout lights them up, while the second scout to reach the valley is spotted halfway up the hill and liable to take significant damage before they can initiate a duel against the enemy scout.  Brawlers are slowly making their way to A3, usually, because most of the valley is too low for them to engage, artillery will blind shot popular camping spots, or aiming for targets that were incidentally lit during the scout rush.

The Second stage is the very campy stage where along the southern edge, you have the surviving scout cautiously spotting the ridgeline while the defending campers are preparing to take a shot at the enemy scout should it be lit up.  The heavies and slower mediums are arriving at reach A3.  During this time, an arty on the surviving scouts team can choose to preaim A3 or prepare to rain death on the first targets that gets lit along the ridgeline.

Third phase is the breakthrough phase in which one side is able to break the stalemate at A3 or able to score sufficient kills along the ridgelines.  In either case, the Mediums at A3 are set loose and few are the times that I&#039;ve seen a team that lost the second phase pull through in the third phase as the team pushing the advantage will usually very quickly clean up around A3 and force tanks off the ridgeline.  Once it is visible that most of the ridgeline has re-engaged in cover against tanks coming from the North, the advantaged team&#039;s ridgeline campers typically go on the offensive themselves.  Artillery have a field day in Phase 2 where the majority of prospective targets are either moving very little at A3 in areas that most if not all artillery can get a decent angle on... thereby punishing passivity, or by blindshooting into the few pieces of concealment or angling around cover that many tankers like to shoot from the corner of.

Camping on this map does have a strategic value to it due to the way it is set up, as one person put it... a larger version of Province.  However, if you camp all day, any artillery worth his salt will eventually get bored of waiting for lights and start putting shells into your bush or your corner.]]></description>
		<content:encoded><![CDATA[<p>As a so-called &#8220;Clicker&#8221;, this is one of my favorite maps because I can severely punish campers even without the benefit of a scout on this map.  People sitting around the brawling spot at A3 are mostly begging to be shot repeatedly until they are all dead as there are ways for arty to get good angles on it from both locations, even on low trajectory artillery.  The few spots of concealment on either side of the map makes predicting the location of campers very easy.  Generally, this map has three stages&#8230; the first stage is the Scout Battle in the middle where various lights and mediums rush into cover at the bottom of the valley.  Which ever side had their fastest scouts spawned closer to the valley generally has the upper hand as they typically are already diving into cover before the other scout lights them up, while the second scout to reach the valley is spotted halfway up the hill and liable to take significant damage before they can initiate a duel against the enemy scout.  Brawlers are slowly making their way to A3, usually, because most of the valley is too low for them to engage, artillery will blind shot popular camping spots, or aiming for targets that were incidentally lit during the scout rush.</p>
<p>The Second stage is the very campy stage where along the southern edge, you have the surviving scout cautiously spotting the ridgeline while the defending campers are preparing to take a shot at the enemy scout should it be lit up.  The heavies and slower mediums are arriving at reach A3.  During this time, an arty on the surviving scouts team can choose to preaim A3 or prepare to rain death on the first targets that gets lit along the ridgeline.</p>
<p>Third phase is the breakthrough phase in which one side is able to break the stalemate at A3 or able to score sufficient kills along the ridgelines.  In either case, the Mediums at A3 are set loose and few are the times that I&#8217;ve seen a team that lost the second phase pull through in the third phase as the team pushing the advantage will usually very quickly clean up around A3 and force tanks off the ridgeline.  Once it is visible that most of the ridgeline has re-engaged in cover against tanks coming from the North, the advantaged team&#8217;s ridgeline campers typically go on the offensive themselves.  Artillery have a field day in Phase 2 where the majority of prospective targets are either moving very little at A3 in areas that most if not all artillery can get a decent angle on&#8230; thereby punishing passivity, or by blindshooting into the few pieces of concealment or angling around cover that many tankers like to shoot from the corner of.</p>
<p>Camping on this map does have a strategic value to it due to the way it is set up, as one person put it&#8230; a larger version of Province.  However, if you camp all day, any artillery worth his salt will eventually get bored of waiting for lights and start putting shells into your bush or your corner.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tupinambis</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166516</link>
		<dc:creator><![CDATA[Tupinambis]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 07:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166516</guid>
		<description><![CDATA[Oh God Tundra was fucking awful before the change.]]></description>
		<content:encoded><![CDATA[<p>Oh God Tundra was fucking awful before the change.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: YukonHunter</title>
		<link>http://ftr.wot-news.com/2014/06/29/0-9-2-el-halluf-rework/#comment-166512</link>
		<dc:creator><![CDATA[YukonHunter]]></dc:creator>
		<pubDate>Mon, 30 Jun 2014 06:01:43 +0000</pubDate>
		<guid isPermaLink="false">http://ftr.wot-news.com/?p=13732#comment-166512</guid>
		<description><![CDATA[Blow me Unicum garbage. Seriously, how can you be so failtarded as to think that arty are the problem when they&#039;ve been a key component of the game since the beginning? Yer just bitter that you dont have a clue on how to avoid arty and cant stat pad behind BS camo as much anymore; especially with arty in play. Useless failtard.]]></description>
		<content:encoded><![CDATA[<p>Blow me Unicum garbage. Seriously, how can you be so failtarded as to think that arty are the problem when they&#8217;ve been a key component of the game since the beginning? Yer just bitter that you dont have a clue on how to avoid arty and cant stat pad behind BS camo as much anymore; especially with arty in play. Useless failtard.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
