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respawn times (how do they work)
1
#1
0 Frags +

I was taking a look at the tf2 wiki page for respawn times (https://wiki.teamfortress.com/wiki/Respawn_times) and want to make sure i know how they work. here is the map by map breakdown given in the article (for controll points):

https://i.imgur.com/vFRfuMW_d.webp?maxwidth=640&shape=thumb&fidelity=medium

- why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map

- are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values

- is there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps

I was taking a look at the tf2 wiki page for respawn times (https://wiki.teamfortress.com/wiki/Respawn_times) and want to make sure i know how they work. here is the map by map breakdown given in the article (for controll points):
[img]https://i.imgur.com/vFRfuMW_d.webp?maxwidth=640&shape=thumb&fidelity=medium[/img]

- why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map

- are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values

- is there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps
2
#2
-11 Frags +

*control. nice going idiot

*control. nice going idiot
3
#3
newbie.tf
7 Frags +
why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map

map layout will inherently delay some times and/or make holding/pushing harder or easier. good mappers fix this by adjusting times.

are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values

yes, unless my whole life is a lie. i was told a long time ago that tournament mode locks it in. (assuming someone can confirm)

there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps

mp_showrespawntimes. or you can decompile the maps with bspsource

[quote]why do some maps (e.g. gullywash) have equal respawn times regardless of points owned, whereas others (e.g. metalworks) give shorter respawns for owning less points? i understand the logic of giving the respawn advantage to the defending team, but am unsure as to why this varies map by map[/quote]
map layout will inherently delay some times and/or make holding/pushing harder or easier. good mappers fix this by adjusting times.

[quote]are the numbers displayed in the table accurate for a 6v6 setting? the article for respawns states that the default values are scaled down when there are fewer than 8 players on a team, and im wondering if the table reflects those values[/quote]
yes, unless my whole life is a lie. i was told a long time ago that tournament mode locks it in. (assuming someone can confirm)

[quote]there information available on the respawn wave timers for all the maps in the current league rotation? the tf2 wiki only displays data for official maps[/quote]
mp_showrespawntimes. or you can decompile the maps with bspsource
4
#4
14 Frags +

There is a static base respawn time, which is based on a static death time of 2 seconds + the time for the freeze frame (0.4 travel time + 4.0 freeze time).

On top of this base, the non-scaled respawn wave time is added, which is 10 seconds by default, and can be changed per team by an input which happens upon capturing a control point, which adds or subtracts from a team's base respawn wave time.

Then, the game checks the time for the next respawn wave, and compares it to the time for the base respawn time. If the base respawn time occurs after the next respawn wave, the scaled respawn wave time is added on top of the next respawn wave to get the wave after the next, and so on until a respawn wave is found that occurs after the base respawn time.

The scaled respawn wave time is the non-scaled respawn wave time, except with the following extra logic: if the respawn wave time is above 5 seconds, then scale it by a number between 0.25 and 1.0, linearly scaled by the number of players (1 to 8). Then this value is capped to a maximum of 5.

This logic happens during any PvP game, tournament mode or not, with the exception of robot destruction, which has its own logic for customizing the respawn time on top of this. There are a few exceptions outside of normal PvP play, like if you are a Scout in MvM or in between rounds during Competitive Mode, you respawn with your static base respawn time, and in pre-game for tournament mode, there are no respawn times.

There is a static base respawn time, which is based on a static death time of 2 seconds + the time for the freeze frame (0.4 travel time + 4.0 freeze time).

On top of this base, the non-scaled respawn wave time is added, which is 10 seconds by default, and can be changed per team by an input which happens upon capturing a control point, which adds or subtracts from a team's base respawn wave time.

Then, the game checks the time for the next respawn wave, and compares it to the time for the base respawn time. If the base respawn time occurs after the next respawn wave, the scaled respawn wave time is added on top of the next respawn wave to get the wave after the next, and so on until a respawn wave is found that occurs after the base respawn time.

The scaled respawn wave time is the non-scaled respawn wave time, except with the following extra logic: if the respawn wave time is above 5 seconds, then scale it by a number between 0.25 and 1.0, linearly scaled by the number of players (1 to 8). Then this value is capped to a maximum of 5.

This logic happens during any PvP game, tournament mode or not, with the exception of robot destruction, which has its own logic for customizing the respawn time on top of this. There are a few exceptions outside of normal PvP play, like if you are a Scout in MvM or in between rounds during Competitive Mode, you respawn with your static base respawn time, and in pre-game for tournament mode, there are no respawn times.
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