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Thread: respawn time is too long

  1. Registered TeamPlayer kyle700's Avatar
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    #11

    Re: respawn time is too long

    Eh, I know. I think the CTF maps spawn time should be lowered, ans that's about it.

    WOULD it be possiable to lower just the CTF maps respawn? Their always the longest, and it's really annoying to wait 18 seconds on a small map like that.

    AND I swear TF2 respawn is really slow, compared to 2142, or DoD
    Me: "But the Gunslinger is so much more fun..."
    Langrad: "We're here to win, not to..."
    Me: "Have fun?" "Hahaha"

  2. Registered TeamPlayer Arreo's Avatar
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    #12

    Re: respawn time is too long

    Quote Originally Posted by jabberwock
    No fancy graphs, just a quote from Robin Walker.

    From http://mentalvga.blogspot.com/2008/0...f-instant.html

    We’re big fans of respawn waves, for a variety of reasons, and wouldn’t have put them in at all if we didn’t think they were an overall positive impact on the game. All the TF2 maps were balanced with them in mind, which is one of the main reasons why instant respawn servers are so heavily weighted towards the defenders in maps like Dustbowl & Goldrush.


    Robin.
    Note the mention of respawn waves... Meaning the game adjusts respawn times to make more people spawn at once, which promotes team work. Imagine you die when everyone else on your team is alive... You get the longest possible respawn, but it gets shorter the more of you are dead.


    Hope this helps.

  3. Registered TeamPlayer Silent_Crow's Avatar
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    #13

    Re: respawn time is too long

    Another one? Jeeeeeeeez...


    Quote Originally Posted by rock_lobster
    Im supposed to achieve the objective or die trying right? Well there is no incentive for me to block an enemy cart capture if I have to wait 25 seconds to respawn;
    No incentive? how bout you just blocked them from capping and winning the round? Isn't that an incentive? Its your job to kill the enemy BEFORE they get to the point, but because your defense crumbled, and they made it there, you are forced to stand on the point.

    Quote Originally Posted by rock_lobster
    When on blue, I can get a spawn time under 10 seconds, plus a teleporter. that puts me at the frontline in no more than 10 seconds.
    Thanks for conveniently adding that part in. As a defender you can destroy that teleporter, and nullify the advantage. Without that teleporter its at least a 15 second walk to the battle -- 10+15 = 25...THE SAME as the defenders respawn time.





  4. Registered TeamPlayer shoi's Avatar
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    #14

    Re: respawn time is too long

    i believe i read that how well your team is doing will influence the respawn time... this seems to be true from experience

    so

    do better?
    http://www.teamplayergaming.com/image.php?type=sigpic&userid=4673&dateline=1274462  984

  5. Registered TeamPlayer Tractorpull's Avatar
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    #15

    Re: respawn time is too long

    This thread is bad and you should feel bad.

  6. Registered TeamPlayer Captain Coors's Avatar
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    #16

    Re: respawn time is too long

    If my understanding is right...

    For ctf maps respawn is always 22 seconds.

    For 5 point cp maps like well, granary it goes in variable waves.

    For cp maps like dustbowl, gravelpit, the defense will always get a 22 second spawn. the offense will come in waves.

    Hope that helps to explain it.

    The interesting thing about spawn timers, is the shorter the spawn timer, the greater the chance of stalemate. Instant respawn servers are impossible to play offense on, because the defense just pops back out when you kill them.


  7. Registered TeamPlayer texdirect6's Avatar
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    #17

    Re: respawn time is too long

    I sometimes enjoy the longer spawn time as much as I want to get back into the fight. Me being a newer player to TF2 it allows me to watch the others on my team and their movement so that I can apply it to my own movement when using the same kit.

    Thanks for the clarification though I was wondering why they were different.


  8. Registered TeamPlayer Langrad's Avatar
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    #18

    Re: respawn time is too long

    remember if your being spawn camped either warn people leaving or switch classes to defeat it. You dont have to stay a soldier or a medic if your stuck in spawn. Go pyro and blow all his stickies and nades right back into his face.

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    respawn time is too long
    #19

    Re: respawn time is too long

    Quote Originally Posted by Langrad
    remember if your being spawn camped either warn people leaving or switch classes to defeat it. You dont have to stay a soldier or a medic if your stuck in spawn. Go pyro and blow all his stickies and nades right back into his face.
    or wait for the newb to open the door and die then charge the demoman.

  10. Registered TeamPlayer rock_lobster's Avatar
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    #20

    Re: respawn time is too long

    Quote Originally Posted by DJ Mr. White
    The respawn time is set to a wave respawn. In other words, the spawn times are changed so that you are more likely to spawn with your team mates.

    Also, that type of "well now I don't feel a need to help the team" attitude is what pisses me off the most, especially when I'm playing medic, and I'm the only one who gets on the cart to block its progress 5 ft from the final fucking point. Check your attitude.
    You check your attitude. I'm ALWAYS going for the objective, whether I'm by myself or with 100 other people. It just doesn't make sense to me for 2 teammates to chase down the cart, block the cap, then get killed by 8 blue players, and now we have to sit in limbo and watch the enemy move the cart a very far distance because of a ridiculous spawn time.

    Quote Originally Posted by Silent_Crow
    Another one? Jeeeeeeeez...


    Quote Originally Posted by rock_lobster
    Im supposed to achieve the objective or die trying right? Well there is no incentive for me to block an enemy cart capture if I have to wait 25 seconds to respawn;
    No incentive? how bout you just blocked them from capping and winning the round? Isn't that an incentive? Its your job to kill the enemy BEFORE they get to the point, but because your defense crumbled, and they made it there, you are forced to stand on the point.

    Quote Originally Posted by rock_lobster
    When on blue, I can get a spawn time under 10 seconds, plus a teleporter. that puts me at the frontline in no more than 10 seconds.
    Thanks for conveniently adding that part in. As a defender you can destroy that teleporter, and nullify the advantage. Without that teleporter its at least a 15 second walk to the battle -- 10+15 = 25...THE SAME as the defenders respawn time.
    Yes I just blocked the point, but now that Im dead, they are right back on it in 1 second moving it along, and I (along with my teammates) cant stop them because we are in limbo for way too long. Destroying a teleporter isnt as easy as 1-2-3, especially when during the 3 week vacation you call a respawn, the enemy has conveniently moved up pyros/demos to camp spawn.

    It's obvious this wont be changed, so I'll just have to digress. Another note, you complain about the number of threads made about the respawn time....maybe there is a problem if so many people are making an issue of it.

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