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	<title>Comments on: TF2 Medic Unlock Scrapped?</title>
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		<title>By: Midnightmare</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-202883</link>
		<dc:creator>Midnightmare</dc:creator>
		<pubDate>Tue, 09 Jun 2009 15:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-202883</guid>
		<description>In a response to all the people who are against achievement unlockables, I must say that to an extent I agree. The game has perfect balance which would be a huge shame to lose. Said balance, for a time, was a bit rough, but valve were quick to fix it. They put huge amounts of thought into every aspect of new weapons they release. How well the weapon will manage solo, where it will be most helpful, how it is counteracted, what kind of skill is required to operate it,  how can they limit it to be balanced for all players and so on. Valve staff have incredible attention to every detail, which is definitely evident in some of their better games. I would trust them to make any decision regarding balance of classes and not question a thing.</description>
		<content:encoded><![CDATA[<p>In a response to all the people who are against achievement unlockables, I must say that to an extent I agree. The game has perfect balance which would be a huge shame to lose. Said balance, for a time, was a bit rough, but valve were quick to fix it. They put huge amounts of thought into every aspect of new weapons they release. How well the weapon will manage solo, where it will be most helpful, how it is counteracted, what kind of skill is required to operate it,  how can they limit it to be balanced for all players and so on. Valve staff have incredible attention to every detail, which is definitely evident in some of their better games. I would trust them to make any decision regarding balance of classes and not question a thing.
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		<title>By: Quirk</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-33367</link>
		<dc:creator>Quirk</dc:creator>
		<pubDate>Wed, 26 Mar 2008 06:00:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-33367</guid>
		<description>ctf_turbine_v3 is in fact my favourite map, and I&#039;d contend it&#039;s a very much better CTF map than 2Forts. 

For a start, snipers are useful on Turbine rarely, but when they are, it&#039;s chiefly to lock down an already dominant position. Hence you don&#039;t see so much of the sniper duels of the 2Forts battlements and the four snipers per team; instead, they&#039;re maintenance to help you keep the open space.

The &quot;closed&quot; game of sentries in the centre and snipers/demomen can be fun on both sides, particularly when the dominant side overstretches and gets its intel poached by a spy, turning it in on itself and allowing its dominance to be destroyed. It becomes a very tactical game, requiring teamwork, and it rewards the player who doesn&#039;t just run out into the thick of the action thoughtlessly.

The &quot;open&quot; game, with the balance of power swaying and engineers cowering in the intel room tunnels, is fast and frenetic. Medics and soldiers and heavies charge across the wide open space to raid for the intel, and get brutalised by spies and pyros hiding in the little cubby-holes where the health live. Scouts also have plenty of opportunity to round the obstacles at high speed and shoot people in the back - in fact, some of my best scout scores have come on that map. Meanwhile, demomen and engineers try to lock down exits in the hope of closing the game down into something more friendly to their playstyle.

I heartily recommend giving it a try if you haven&#039;t already, and spending the short amount of time needed to understand how to use the terrain to the best advantage.</description>
		<content:encoded><![CDATA[<p>ctf_turbine_v3 is in fact my favourite map, and I&#8217;d contend it&#8217;s a very much better CTF map than 2Forts. </p>
<p>For a start, snipers are useful on Turbine rarely, but when they are, it&#8217;s chiefly to lock down an already dominant position. Hence you don&#8217;t see so much of the sniper duels of the 2Forts battlements and the four snipers per team; instead, they&#8217;re maintenance to help you keep the open space.</p>
<p>The &#8220;closed&#8221; game of sentries in the centre and snipers/demomen can be fun on both sides, particularly when the dominant side overstretches and gets its intel poached by a spy, turning it in on itself and allowing its dominance to be destroyed. It becomes a very tactical game, requiring teamwork, and it rewards the player who doesn&#8217;t just run out into the thick of the action thoughtlessly.</p>
<p>The &#8220;open&#8221; game, with the balance of power swaying and engineers cowering in the intel room tunnels, is fast and frenetic. Medics and soldiers and heavies charge across the wide open space to raid for the intel, and get brutalised by spies and pyros hiding in the little cubby-holes where the health live. Scouts also have plenty of opportunity to round the obstacles at high speed and shoot people in the back &#8211; in fact, some of my best scout scores have come on that map. Meanwhile, demomen and engineers try to lock down exits in the hope of closing the game down into something more friendly to their playstyle.</p>
<p>I heartily recommend giving it a try if you haven&#8217;t already, and spending the short amount of time needed to understand how to use the terrain to the best advantage.
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		<title>By: Crispy</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-30768</link>
		<dc:creator>Crispy</dc:creator>
		<pubDate>Thu, 13 Mar 2008 20:38:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-30768</guid>
		<description>&lt;a href=&quot;http://tf2mapzone.com/news.php&quot; rel=&quot;nofollow&quot;&gt;Map Zone&lt;/a&gt;

&lt;b&gt;cp_castle&lt;/b&gt; is a nice push map, but needs at least 8v8, and the last capture point can be too difficult to cap due to the whole hairpin turn chokepoint. That said it has a very nice feel and looks the part. This map is probably on a par with Turbine, but for more players.

&lt;b&gt;ctf_turbine&lt;/b&gt; is a nice small map, ideal for as little as 5v5. If you played it in earlier versions and got penned in at the spawn, the spawncamping issues have been almost completely solved with a second spawn exit (I say almost completely solved because it exits onto the same corridor as the other exit so spawncamping is still possible in the hands of a skilled player). The middle section also got more cover added, so it can no longer be dominated by sentries. All in all it&#039;s a fairly strong effort that&#039;s definitely worth a look.

&lt;b&gt;ctf_floodzone&lt;/b&gt; is more of a funmap that revolves around a single, massive chokepoint. You will literally spend hours on this map just fighting over it. Occasionally either team does get pushed back to a previous CP to mix things up a bit, but they can usually bounce back if the other team doesn&#039;t really carry their momentum over and push up with their snipers. Snipers can cover the whole middle of the map right down to the spawn, but you can usually escape if you make a run for it. A fair map that will keep you occupied for hours at a time, but not one that will produce a variety of tactics and playstyles.

&lt;b&gt;ctf_mach&lt;/b&gt; When I tried Mach I honestly didn&#039;t like it. It was too small and a lot of the indoor areas had very low ceiling which basically voided the Scout&#039;s major asset: mobility, as well as rocket and pipe jumping. The middle area is small and congested, and there are stuck points on the lifts. It may have been improved since I last played it, but be wary it&#039;s probably not as great as some people make out.</description>
		<content:encoded><![CDATA[<p><a href="http://tf2mapzone.com/news.php" rel="nofollow">Map Zone</a></p>
<p><b>cp_castle</b> is a nice push map, but needs at least 8v8, and the last capture point can be too difficult to cap due to the whole hairpin turn chokepoint. That said it has a very nice feel and looks the part. This map is probably on a par with Turbine, but for more players.</p>
<p><b>ctf_turbine</b> is a nice small map, ideal for as little as 5v5. If you played it in earlier versions and got penned in at the spawn, the spawncamping issues have been almost completely solved with a second spawn exit (I say almost completely solved because it exits onto the same corridor as the other exit so spawncamping is still possible in the hands of a skilled player). The middle section also got more cover added, so it can no longer be dominated by sentries. All in all it&#8217;s a fairly strong effort that&#8217;s definitely worth a look.</p>
<p><b>ctf_floodzone</b> is more of a funmap that revolves around a single, massive chokepoint. You will literally spend hours on this map just fighting over it. Occasionally either team does get pushed back to a previous CP to mix things up a bit, but they can usually bounce back if the other team doesn&#8217;t really carry their momentum over and push up with their snipers. Snipers can cover the whole middle of the map right down to the spawn, but you can usually escape if you make a run for it. A fair map that will keep you occupied for hours at a time, but not one that will produce a variety of tactics and playstyles.</p>
<p><b>ctf_mach</b> When I tried Mach I honestly didn&#8217;t like it. It was too small and a lot of the indoor areas had very low ceiling which basically voided the Scout&#8217;s major asset: mobility, as well as rocket and pipe jumping. The middle area is small and congested, and there are stuck points on the lifts. It may have been improved since I last played it, but be wary it&#8217;s probably not as great as some people make out.
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		<title>By: yutt</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-30122</link>
		<dc:creator>yutt</dc:creator>
		<pubDate>Tue, 11 Mar 2008 14:58:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-30122</guid>
		<description>Mach4 is the greatest custom map ever.</description>
		<content:encoded><![CDATA[<p>Mach4 is the greatest custom map ever.
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		<title>By: Mr Pink</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-30107</link>
		<dc:creator>Mr Pink</dc:creator>
		<pubDate>Tue, 11 Mar 2008 13:56:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-30107</guid>
		<description>All the custom maps I&#039;ve tried have been rubbish. Could anyone recommend some good ones?</description>
		<content:encoded><![CDATA[<p>All the custom maps I&#8217;ve tried have been rubbish. Could anyone recommend some good ones?
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		<title>By: matte_k</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29987</link>
		<dc:creator>matte_k</dc:creator>
		<pubDate>Mon, 10 Mar 2008 23:59:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-29987</guid>
		<description>OK, so the new medic weapons might not make an appearance, but what happened to all that stuff about a ridiculous amount of new achievements? Is that going to shift the balance somewhat when achievement whores switch class to start claiming all these new bragging rights?

@Chris R: I agree, some of the custom maps are fantastic, I highly recommend players to at least try them. But for god&#039;s sake, avoid the Mario one like the plague...</description>
		<content:encoded><![CDATA[<p>OK, so the new medic weapons might not make an appearance, but what happened to all that stuff about a ridiculous amount of new achievements? Is that going to shift the balance somewhat when achievement whores switch class to start claiming all these new bragging rights?</p>
<p>@Chris R: I agree, some of the custom maps are fantastic, I highly recommend players to at least try them. But for god&#8217;s sake, avoid the Mario one like the plague&#8230;
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		<title>By: Chris R</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29984</link>
		<dc:creator>Chris R</dc:creator>
		<pubDate>Mon, 10 Mar 2008 23:44:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-29984</guid>
		<description>Custom map servers people! Play on custom maps! They&#039;re out there, and some of them are quite good.</description>
		<content:encoded><![CDATA[<p>Custom map servers people! Play on custom maps! They&#8217;re out there, and some of them are quite good.
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		<title>By: Steve</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29936</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Mon, 10 Mar 2008 19:31:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-29936</guid>
		<description>Heartless, I really have to disagree. Although this post isn&#039;t about CoD4, it needs to be said that largely speaking, CoD4&#039;s balance is quite good.

Admittedly, shotguns are a major misstep. They simply aren&#039;t a very good choice in 95% of situations. But most every other weapon has some worth. The only reason things like the P90 seem so prevalent and overpowered is because they&#039;re easy to use. A gun with 50 rounds in a clip that still reloads at a recent speed is easy for anyone to get kills with, but I&#039;ve topped the scoreboards on tough servers with a Skorpion. The problem is most people don&#039;t experiment. A well tuned set of perks will beat even the most seemingly over-powered weapon.


Similarly, I&#039;m not worried about unlockables in TF2. I get the feeling the overcharger was scrapped because it unbalanced the game hugely, not that it was 0.5% more effective than the regular medigun. Although, yeah, I&#039;d prefer more maps as well.</description>
		<content:encoded><![CDATA[<p>Heartless, I really have to disagree. Although this post isn&#8217;t about CoD4, it needs to be said that largely speaking, CoD4&#8242;s balance is quite good.</p>
<p>Admittedly, shotguns are a major misstep. They simply aren&#8217;t a very good choice in 95% of situations. But most every other weapon has some worth. The only reason things like the P90 seem so prevalent and overpowered is because they&#8217;re easy to use. A gun with 50 rounds in a clip that still reloads at a recent speed is easy for anyone to get kills with, but I&#8217;ve topped the scoreboards on tough servers with a Skorpion. The problem is most people don&#8217;t experiment. A well tuned set of perks will beat even the most seemingly over-powered weapon.</p>
<p>Similarly, I&#8217;m not worried about unlockables in TF2. I get the feeling the overcharger was scrapped because it unbalanced the game hugely, not that it was 0.5% more effective than the regular medigun. Although, yeah, I&#8217;d prefer more maps as well.
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		<title>By: dw40</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29935</link>
		<dc:creator>dw40</dc:creator>
		<pubDate>Mon, 10 Mar 2008 18:58:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-29935</guid>
		<description>@Crispy:
Amen.  TF2 is the only class based shooter where I would ever consider setting my class to &quot;Random&quot; and I actually do that quite a bit on TF2.  I find the fact you still see all classes played on all maps even after all this time is a real testament to the balance.  I&#039;d hate to see that messed with in a significant way.  I&#039;ve been seeing a lot more soldiers lately and a lot less heavies, but I play on a lot of 2fort servers, so that might have something to do with it.  

I would also prefer new maps to new abilities, maybe new server modes (the melee-only sudden death is genius).  I do trust the guys to make the right decision.  I haven&#039;t had as much fun playing a FPS in years.  The balance and the cartoonishness are great, which I think leads to my favorite part of TF2: the players are the most pleasant and team oriented I&#039;ve found.  Been playing some CoD4 and the difference is shocking.

BTW, been lurking for a long time, great site, good comments.  Best wishes from across the pond.</description>
		<content:encoded><![CDATA[<p>@Crispy:<br />
Amen.  TF2 is the only class based shooter where I would ever consider setting my class to &#8220;Random&#8221; and I actually do that quite a bit on TF2.  I find the fact you still see all classes played on all maps even after all this time is a real testament to the balance.  I&#8217;d hate to see that messed with in a significant way.  I&#8217;ve been seeing a lot more soldiers lately and a lot less heavies, but I play on a lot of 2fort servers, so that might have something to do with it.  </p>
<p>I would also prefer new maps to new abilities, maybe new server modes (the melee-only sudden death is genius).  I do trust the guys to make the right decision.  I haven&#8217;t had as much fun playing a FPS in years.  The balance and the cartoonishness are great, which I think leads to my favorite part of TF2: the players are the most pleasant and team oriented I&#8217;ve found.  Been playing some CoD4 and the difference is shocking.</p>
<p>BTW, been lurking for a long time, great site, good comments.  Best wishes from across the pond.
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		<title>By: Andrew Farrell</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29928</link>
		<dc:creator>Andrew Farrell</dc:creator>
		<pubDate>Mon, 10 Mar 2008 17:53:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=1284#comment-29928</guid>
		<description>Yeah, the day they give the medic more than one type of gun is the day I .. no, hang on..</description>
		<content:encoded><![CDATA[<p>Yeah, the day they give the medic more than one type of gun is the day I .. no, hang on..
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		<title>By: yutt</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29925</link>
		<dc:creator>yutt</dc:creator>
		<pubDate>Mon, 10 Mar 2008 17:39:49 +0000</pubDate>
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		<description>I love the idea of unlockables, and thought the alternate medigun sounded great.

Apparently I&#039;m one of the few not terrified when designers try something new and interesting. Sounds like most of you would rather have Team Fortress Classic with upgraded graphics than the wonderful game we received.

You don&#039;t have to be monotonously cynical about everything in life. Really.</description>
		<content:encoded><![CDATA[<p>I love the idea of unlockables, and thought the alternate medigun sounded great.</p>
<p>Apparently I&#8217;m one of the few not terrified when designers try something new and interesting. Sounds like most of you would rather have Team Fortress Classic with upgraded graphics than the wonderful game we received.</p>
<p>You don&#8217;t have to be monotonously cynical about everything in life. Really.
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		<title>By: Man Raised By Puffins</title>
		<link>http://www.rockpapershotgun.com/2008/03/10/tf2-medic-unlock-scrapped/#comment-29920</link>
		<dc:creator>Man Raised By Puffins</dc:creator>
		<pubDate>Mon, 10 Mar 2008 16:57:14 +0000</pubDate>
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		<description>It&#039;s worth noting that the planned &#039;double health&#039; buff wasn&#039;t set in stone.

&lt;a href=&quot;http://www.pentadact.com/index.php/2008-03-08-valve-decided-against-the-overhealer&quot; rel=&quot;nofollow&quot;&gt;Adorable news-fumbler, Mr. Tom Francis wrote:&lt;/a&gt;
&lt;blockquote&gt;Er, I may have oversold it a little. Most people focus on the idea that everyone would have been running around with double-health, and that&#039;s my fault: Valve stressed that they hadn&#039;t settled for sure on those figures, and I reported them anyway. There didn&#039;t seem another way of communicating the severity of the changes they were talking about.&lt;/blockquote&gt;

Like most, I was dubious about how the balancing would work out. However I&#039;m slightly disappointed that they couldn&#039;t find a way to do it as it fits my Medic play-style, which involves me flitting around trying to heal everyone and invariably being killed before I can trigger an über.</description>
		<content:encoded><![CDATA[<p>It&#8217;s worth noting that the planned &#8216;double health&#8217; buff wasn&#8217;t set in stone.</p>
<p><a href="http://www.pentadact.com/index.php/2008-03-08-valve-decided-against-the-overhealer" rel="nofollow">Adorable news-fumbler, Mr. Tom Francis wrote:</a></p>
<blockquote><p>Er, I may have oversold it a little. Most people focus on the idea that everyone would have been running around with double-health, and that&#8217;s my fault: Valve stressed that they hadn&#8217;t settled for sure on those figures, and I reported them anyway. There didn&#8217;t seem another way of communicating the severity of the changes they were talking about.</p></blockquote>
<p>Like most, I was dubious about how the balancing would work out. However I&#8217;m slightly disappointed that they couldn&#8217;t find a way to do it as it fits my Medic play-style, which involves me flitting around trying to heal everyone and invariably being killed before I can trigger an über.
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