Difference between revisions of "Respawn times"
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== Respawn Waves == | == Respawn Waves == | ||
− | Team Fortress 2 manages its respawn times in waves. The default respawn wave is 10 seconds. This would mean that players are spawned every 10 seconds. However, | + | Team Fortress 2 manages its respawn times in waves. The default respawn wave is 10 seconds. This would mean that players are spawned every 10 seconds. However, when server population is high, you may have to wait for the wave after. In this case, the maximum respawn time any individual would have is 20 seconds. |
− | + | Below are the respawn wave times set in Valve maps. ~5 seconds should be added to all respawn times to account for [[deathcam]]s. Skipping the deathcam will not allow you to spawn faster. | |
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− | + | == [[King of the Hill]] == | |
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All KOTH maps use the same spawn times. | All KOTH maps use the same spawn times. | ||
− | {| class="wikitable grid" | + | {| class="wikitable grid" style="text-align:center" |
! class = "header" | Owner of CP? | ! class = "header" | Owner of CP? | ||
! class = "header" | Respawn Wave | ! class = "header" | Respawn Wave | ||
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|- | |- | ||
− | ! | + | ! Neutral |
− | + | | 6 | |
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|- | |- | ||
− | ! | + | ! No |
− | + | | 4 | |
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− | ! | + | ! Yes |
− | + | | 8 | |
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|} | |} | ||
− | + | == [[Control Point (game mode)|Control Point]] == | |
− | {| class="wikitable grid" | + | {| class="wikitable grid" width="50%" style="text-align:center" |
− | ! class = "header" | | + | ! class="header" width="20%" rowspan="2" | Map |
− | ! class = "header" | | + | ! class="header" width="10%" rowspan="2" | Team |
− | ! class = "header" | | + | ! class="header" width="60%" colspan="5" | Control points owned by BLU |
|- | |- | ||
− | + | | class="subheader" style="text-align:center; font-weight:bold" | 0 | |
− | | align = "center" | | + | | class="subheader" style="text-align:center; font-weight:bold" | 1 |
− | | | + | | class="subheader" style="text-align:center; font-weight:bold" | 2 |
+ | | class="subheader" style="text-align:center; font-weight:bold" | 3 | ||
+ | | class="subheader" style="text-align:center; font-weight:bold" | 4 | ||
|- | |- | ||
− | ! | + | ! rowspan="2" | [[Well]] |
− | | | + | {{/row|color=red||4|7|10|10}} |
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|- | |- | ||
− | + | {{/row|color=blu||10|10|7|4}} | |
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− | ! | + | ! rowspan="2" | [[Granary]] |
− | + | {{/row|color=red||7|10|10|10}} | |
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− | {| | ||
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− | + | {{/row|color=blu||10|10|10|7}} | |
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− | ! | + | ! rowspan="2" | [[Badlands]] |
− | | | + | {{/row|color=red||5|10|10|10}} |
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− | + | {{/row|color=blu||10|10|10|5}} | |
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− | ! | + | ! rowspan="2" | [[Fastlane]] |
− | + | {{/row|color=red||7|8|12|11}} | |
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− | {| | ||
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− | + | {{/row|color=blu||11|12|8|7}} | |
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− | ! | + | ! rowspan="2" | [[Yukon]] |
− | | | + | {{/row|color=red||7|8|10|10}} |
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− | + | {{/row|color=blu||10|10|8|7}} | |
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− | ! | + | ! rowspan="2" | [[Freight]] |
− | + | {{/row|color=red||5|7|10|10}} | |
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− | {| | ||
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− | + | {{/row|color=blu||10|10|7|5}} | |
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− | ! | + | ! rowspan="2" | [[Coldfront]] |
− | | | + | {{/row|color=red||6|8|10|10}} |
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− | + | {{/row|color=blu||10|10|8|6}} | |
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− | ! | + | ! rowspan="2" | [[5Gorge]] |
− | + | {{/row|color=red||5|10|10|7}} | |
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− | {| | ||
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− | + | {{/row|color=blu||7|10|10|5}} | |
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− | ! | + | ! rowspan="2" | [[Steel]] |
− | | | + | {{/row|color=red|10|10|11|12|9}} |
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− | + | {{/row|color=blu|4|4|2|0|0}} | |
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|} | |} | ||
+ | == [[Attack/Defend]] == | ||
− | + | {| | |
− | + | | | |
− | {| class="wikitable grid" | + | {| class="wikitable grid" style="text-align:center" |
− | ! class = "header" | CPs Owned | + | |+ [[Gravel Pit]] and [[Junction]] |
− | ! class = "header" | | + | ! class = "header" | Blu CPs Owned |
− | ! class = "header" | | + | ! class = "header" | Red respawn wave |
+ | ! class = "header" | Blu respawn wave | ||
|- | |- | ||
− | ! | + | ! 0 |
− | + | | 10 || 10 | |
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− | ! | + | ! 1 |
− | + | | 10 || 7 | |
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− | ! | + | ! 2 |
− | | | + | | 10 || 4 |
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|} | |} | ||
− | + | | | |
− | + | {| class="wikitable grid" style="text-align:center" | |
− | + | |+ [[Gorge]] | |
− | + | ! class = "header" | Blu CPs Owned | |
− | {| class="wikitable grid" | + | ! class = "header" | Red respawn wave |
− | ! class = "header" | CPs Owned | + | ! class = "header" | Blu respawn wave |
− | ! class = "header" | | ||
− | ! class = "header" | | ||
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− | ! | + | ! 0 |
− | | | + | | 7 || 2 |
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− | ! | + | ! 1 |
− | | | + | | 8 || 3 |
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|} | |} | ||
− | + | | | |
− | + | {| class="wikitable grid" style="text-align:center" | |
− | + | |+ [[Egypt]] and [[Dustbowl]] | |
− | + | ! class = "header" | Blu CPs Owned | |
− | {| class="wikitable grid" | + | ! class = "header" | Red respawn wave |
− | ! class = "header" | CPs Owned | + | ! class = "header" | Blu respawn wave |
− | ! class = "header" | | ||
− | ! class = "header" | | ||
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− | ! | + | ! Any |
− | | | + | | 10 || 2 |
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|} | |} | ||
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|} | |} | ||
+ | Degroot keep: | ||
+ | Default is R=3 B=0 | ||
+ | On Door open (both A/B capped) B=0 | ||
+ | On Door close B=4 | ||
− | + | == Payload == | |
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+ | Hoodoo: | ||
+ | 11/2 map 1 | ||
+ | 6/2 map 2 | ||
+ | 4/2 map 3 | ||
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| align = "center" | 10 | | align = "center" | 10 | ||
|} | |} | ||
+ | |||
+ | == [[Territorial Control]] == | ||
=== [[Hydro]] === | === [[Hydro]] === | ||
Hydro has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round. | Hydro has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round. | ||
+ | {| | ||
+ | | | ||
{| class="wikitable grid" | {| class="wikitable grid" | ||
|+ Normal Round Respawn Times | |+ Normal Round Respawn Times | ||
− | ! class = "header" | | + | ! class = "header" | Status |
! class = "header" | Respawn Wave | ! class = "header" | Respawn Wave | ||
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! align = "center" | Default | ! align = "center" | Default | ||
| align = "center" | 10 | | align = "center" | 10 | ||
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! align = "center" | Capturing Enemy CP | ! align = "center" | Capturing Enemy CP | ||
| align = "center" | 3 | | align = "center" | 3 | ||
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|} | |} | ||
− | + | | | |
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{| class="wikitable grid" | {| class="wikitable grid" | ||
|+ Defense Round Respawn Times | |+ Defense Round Respawn Times | ||
! class = "header" | Team Role | ! class = "header" | Team Role | ||
! class = "header" | Respawn Wave | ! class = "header" | Respawn Wave | ||
− | ! | + | |- |
+ | ! align = "center" | Defenders | ||
+ | | align = "center" | 10 | ||
|- | |- | ||
! align = "center" | Attackers | ! align = "center" | Attackers | ||
| align = "center" | 0 | | align = "center" | 0 | ||
− | | | + | |} |
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|} | |} | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||
[[Category:Strategy]] | [[Category:Strategy]] |
Revision as of 20:48, 3 October 2015
“Gotta move that gear up!” This article may contain content that is out of date. You can help improve this article by updating the content as necessary. See the wiki style guide. Notes: Post Pyromania maps, Hoodoo, MVM etc. |
“ | Kill ya again soon, mate.
Click to listen
— The Sniper
|
” |
The following information on Respawn Times is taken by information found in decompiled Valve maps.
Contents
Respawn Waves
Team Fortress 2 manages its respawn times in waves. The default respawn wave is 10 seconds. This would mean that players are spawned every 10 seconds. However, when server population is high, you may have to wait for the wave after. In this case, the maximum respawn time any individual would have is 20 seconds.
Below are the respawn wave times set in Valve maps. ~5 seconds should be added to all respawn times to account for deathcams. Skipping the deathcam will not allow you to spawn faster.
King of the Hill
All KOTH maps use the same spawn times.
Owner of CP? | Respawn Wave |
---|---|
Neutral | 6 |
No | 4 |
Yes | 8 |
Control Point
Respawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowRespawn times/rowMap | Team | Control points owned by BLU | ||||
---|---|---|---|---|---|---|
0 | 1 | 2 | 3 | 4 | ||
Well | ||||||
Granary | ||||||
Badlands | ||||||
Fastlane | ||||||
Yukon | ||||||
Freight | ||||||
Coldfront | ||||||
5Gorge | ||||||
Steel |
Attack/Defend
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Degroot keep: Default is R=3 B=0 On Door open (both A/B capped) B=0 On Door close B=4
Payload
Hoodoo: 11/2 map 1 6/2 map 2 4/2 map 3
Gold Rush
CPs Owned | Respawn Wave | Maximum Time |
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Always | 10 | 20 |
CPs Owned | Respawn Wave | Maximum Time |
---|---|---|
Always | 4 | 8 |
Badwater Basin
CPs Owned | Respawn Wave | Maximum Time |
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2-4 | 8 | 16 |
1 | 10 | 20 |
CPs Owned | Respawn Wave | Maximum Time |
---|---|---|
Always | 4 | 8 |
Hoodoo
CPs Owned | Respawn Wave | Maximum Time |
---|---|---|
Pipeline
Both teams share the same respawn times
Respawn Wave | Maximum Time | |
---|---|---|
Rounds 1 & 2 | 8 | 16 |
Round 3 | 5 | 10 |
Territorial Control
Hydro
Hydro has a unique set of respawn times. For normal rounds, teams will spawn faster while they are capturing the enemy CP. For defense rounds, respawn times do not change throughout the round.
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