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      <title>Challenge 6 is alive</title>
      <description>Heya lads, challenge 6 is up and I'll tell you a bit about it. But first, I want to recap how everything is going so far. &lt;br&gt;&lt;br&gt;&lt;div class=&quot;bb_h1&quot;&gt;- - - - -&lt;/div&gt;&lt;br&gt;Observation number 1: It seems everyone is going for just the highest difficulty. Which is not a problem, now that I know what crowd I'm working with, I'll just buff everything accordingly. Hopefully that would encourage more difficulty variety :p&lt;br&gt;&lt;br&gt;Observation number 2: I'm going to have to rework the speedruns for whenever they come up next. Hell's island was not that great a map looking back, there were runs that caught up time in some places where others lost for literally no reason other than ai not lining up in the correct zones. Also everyone resorting to hacker isn't too entertaining either, so I'm considering banning dodge altogether for speedruns lol. That's not a final say yet, I still need to test it on some maps. &lt;br&gt;&lt;br&gt;Observation number 3: Everyone just went for dodge on the pacifist run, which makes sense since it's the easiest way to approach that. However, my intention was to do more kiting which was mostly just ignored. I'll probably do some more specific restrictions for other challenges of that type. &lt;br&gt;&lt;br&gt;Observation number 4: I underestimated the courage of anarchists with maxed tank setups lol. I specifically went for c4 escape on big bank to discourage anarchist. My mindset was &amp;quot;play really slow with anarchist or go slow in general with armorer&amp;quot; for the highest difficulty. Anyway, will keep that in mind. &lt;br&gt;&lt;br&gt;&lt;div class=&quot;bb_h1&quot;&gt;- - - - -&lt;/div&gt;&lt;br&gt;That's all for that, so let me tell you a bit about the new challenge. Turrets are basically unused, so why not force people to give them a go? Burglar is a deck which makes you less targeted when crouching, therefore you can somewhat safely sit next to your turrets. Biggest issue with turrets is that they obviously just can't kill enough to keep up with ds rates, so counterfeit came to my mind. With some kiting, turrets are capable of killing almost enough enemies to keep you safe. &lt;br&gt;&lt;br&gt;Remember that as per rules, the heist needs to be loud within a minute, so no stelf counterfeit for you. I left you a free crowbar near spawn though. And speaking of rng, I did go for the easiest valve just to be nice. I did testing on the others and they were pretty painful to deal with. It was really just concussion spam which led to a funky meta of fully loaded aced. That was pretty boring though, and I went against that. Now there are some snipers that directly watch that valve, so if you're going to defend over there, maybe consider killing them. You have 5 free kills to work with after all. &lt;br&gt;&lt;br&gt;Anyway, the rough difficulty is straight forward. You get 2 turrets and a convert, but realistically the convert will be doing a majority of the kiting work for you. &lt;br&gt;&lt;br&gt;Painful loses the convert, just your turrets left. This will become more of a kiting challenge. &lt;br&gt;&lt;br&gt;Fatal loses the second turret. On top of lowering your dps, if the turret breaks, welp, you're on your own. Care for it with your life and it might just save yours. &lt;br&gt;&lt;br&gt;&lt;div class=&quot;bb_h1&quot;&gt;- - - - -&lt;/div&gt;&lt;br&gt;That's all I have to say, toss me any feedback regarding these challenges or the system in general and get to engineering.</description>
      <link><![CDATA[https://steamcommunity.com/groups/pd2challenges/announcements/detail/4498534970352069947]]></link>
      <pubDate>Tue, 01 Feb 2022 20:18:02 +0000</pubDate>
      <author>carrot</author>
      <guid isPermaLink="true">https://steamcommunity.com/groups/pd2challenges/announcements/detail/4498534970352069947</guid>
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