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		<title><![CDATA[First Strike Forums — Update: Build 1013]]></title>
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		<description><![CDATA[The most recent posts in Update: Build 1013.]]></description>
		<lastBuildDate>Wed, 02 Sep 2009 13:09:51 +0000</lastBuildDate>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127861#p127861</link>
			<description><![CDATA[<p>I guess that&#039;s one good way to look at it.. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (herbanator3)]]></author>
			<pubDate>Wed, 02 Sep 2009 13:09:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127861#p127861</guid>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127857#p127857</link>
			<description><![CDATA[<p>It&#039;s not a bug, it&#039;s a feature!</p>]]></description>
			<author><![CDATA[null@example.com (nekosaur)]]></author>
			<pubDate>Wed, 02 Sep 2009 11:26:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127857#p127857</guid>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127855#p127855</link>
			<description><![CDATA[<p>Neko broke tags! Now we&#039;re left with the &quot;Missing Material/Texture&quot; picture!</p><p><span class="postimg"><img src="http://screenshot.xfire.com/screenshot/natural/6a8188782bb3454a1e38b38e35cae2e3b48fc6b9.png" alt="http://screenshot.xfire.com/screenshot/natural/6a8188782bb3454a1e38b38e35cae2e3b48fc6b9.png" /></span></p><p>Beware of the Darth Tater.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Wed, 02 Sep 2009 10:59:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127855#p127855</guid>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127847#p127847</link>
			<description><![CDATA[<p>Jumping with joy! Not really but just so you know I&#039;m quite happy with the changes.</p>]]></description>
			<author><![CDATA[null@example.com (Slyfox_Elite)]]></author>
			<pubDate>Wed, 02 Sep 2009 04:16:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127847#p127847</guid>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127821#p127821</link>
			<description><![CDATA[<p>You realize that in the interest of balancing out changes and making sure the teams aren&#039;t identical, this recent change means the <strong>rebel </strong>sniper rifle is now 2 hits 1 kill. We apologize for not including this in the changelo--</p><p><em>:flees:</em></p><div class="quotebox"><blockquote><p>Indeed, mortar arming is a great improvment, pushing it back to its original intention..a RANGED weapon, not close up noobtoob!</p></blockquote></div><p>I, too, am very interested in seeing how the PMG will play out. Adding a minimum range to a weapon is a drastic move, but it is probably for the better. PMG troops will still have their pistols to defend themselves with when faced with close quarters combat.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Tue, 01 Sep 2009 13:02:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127821#p127821</guid>
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			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127805#p127805</link>
			<description><![CDATA[<div class="quotebox"><cite>Twigs wrote:</cite><blockquote><p>Aside from that..I&#039;m sure a lot of snipers will be pleased to see the improvements made to the Imperial rifle <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> Many games will no longer be the same..playing as a rebel its no longer safe to think..&quot;well its takes the Imp sniper two shots to kill me..so I can take my time&quot;</p></blockquote></div><p>Zaphod is now a true threat, always.&nbsp; Instead of just half the time.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Tue, 01 Sep 2009 08:59:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127805#p127805</guid>
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		<item>
			<title><![CDATA[Re: Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127802#p127802</link>
			<description><![CDATA[<p>Indeed, mortar arming is a great improvment, pushing it back to its original intention..a RANGED weapon, not close up noobtoob!</p><p>Aside from that..I&#039;m sure a lot of snipers will be pleased to see the improvements made to the Imperial rifle <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> Many games will no longer be the same..playing as a rebel its no longer safe to think..&quot;well its takes the Imp sniper two shots to kill me..so I can take my time&quot;</p><p>Wait..NO JETPAX!</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Tue, 01 Sep 2009 08:33:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127802#p127802</guid>
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		<item>
			<title><![CDATA[Update: Build 1013]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=127800#p127800</link>
			<description><![CDATA[<p>And I say: About Bloody Time!</p><p>This update contains fixes for many of the current major game-effecting bugs.&nbsp; It&#039;s a fair bit overdue, but still, I shout cheers to everyone from the dev team who put in fixes, and to those in BI that helped us test our stuff too.</p><p>Now thats out, we&#039;ll have to get back to work on fixing more stuff - no more lazy time <img src="https://forums.fsmod.com/img/smilies/sad.png" width="15" height="15" alt="sad" /></p><p>Bestine 32p will now be playable, the smoke nade will be more reliable.&nbsp; I love the new smoke, especially if you try it with a freerunner...&nbsp; &nbsp;I&#039;m curious to see how themortar Arming delay will work out.&nbsp; For those of you who finds the change log unclear, after you fire the mortar, there will be a small delay between the Projectile leaving the weapon and it &quot;arming&quot;.&nbsp; If you shoot at your feet or someone super close, no damage will be dealt.&nbsp; Best way to balance it!</p><p>Alot of work still to be done but this build is a BIG step to fixing things.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Tue, 01 Sep 2009 07:02:14 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=127800#p127800</guid>
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