Difference between revisions of "Respawn times"
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− | + | [[Degroot Keep]] has a unique set of spawns. After capturing both outer control points, and unlocking the gate, if the gate closes again, the Blue team gets an increased spawn timer. If both points are captured again, the Blue team's spawns are returned to 0. | |
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{| class="wikitable grid" | {| class="wikitable grid" | ||
− | |+ | + | |+ Degroot Keep |
− | ! class = "header" | | + | ! class = "header" | Status |
− | ! class = "header" | | + | ! class = "header" | Red respawn wave |
− | ! class = "header" | | + | ! class = "header" | Blu respawn wave |
|- | |- | ||
− | ! | + | ! Default |
− | | | + | | 3 || 0 |
− | | | + | |- |
+ | ! After gate closed | ||
+ | | 3 || 4 | ||
+ | |- | ||
+ | ! After gate reopened | ||
+ | | 3 || 0 | ||
|} | |} | ||
+ | == Payload == | ||
− | {| class="wikitable grid" | + | {| |
− | |+ | + | | |
− | ! class = "header" | | + | {| class="wikitable grid" style="text-align:center" |
− | ! class = "header" | | + | |+ [[Hoodoo]] |
− | ! class = "header" | | + | ! class = "header" | Map |
+ | ! class = "header" | Red respawn wave | ||
+ | ! class = "header" | Blu respawn wave | ||
+ | |- | ||
+ | ! 1 | ||
+ | | 11 || 2 | ||
+ | |- | ||
+ | ! 2 | ||
+ | | 6 || 2 | ||
|- | |- | ||
− | ! | + | ! 3 |
− | + | | 4 || 2 | |
− | | | ||
|} | |} | ||
− | + | | | |
− | + | {| class="wikitable grid" style="text-align:center" | |
− | + | |+ [[Pipeline]] | |
− | + | ! class = "header" | Map | |
− | {| class="wikitable grid" | + | ! class = "header" | Red respawn wave |
− | |+ | + | ! class = "header" | Blu respawn wave |
− | ! class = "header" | | ||
− | ! class = "header" | | ||
− | ! class = "header" | | ||
|- | |- | ||
− | ! | + | ! 1 & 2 |
− | + | | 8 || 8 | |
− | | | ||
|- | |- | ||
− | ! | + | ! 3 |
− | | | + | | 5 || 5 |
− | | | ||
|} | |} | ||
− | + | | | |
− | + | {| class="wikitable grid" style="text-align:center" | |
− | {| class="wikitable grid" | + | |+ [[Gold Rush]] |
− | |+ | + | ! class = "header" | Map |
− | ! class = "header" | | + | ! class = "header" | Red respawn wave |
− | ! class = "header" | | + | ! class = "header" | Blu respawn wave |
− | ! class = "header" | | ||
|- | |- | ||
− | ! | + | ! Any |
− | | | + | | 10 || 4 |
− | |||
|} | |} | ||
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|} | |} | ||
− | + | {| class="wikitable grid" style="text-align:center" | |
− | + | |+ [[Badwater Basin]] | |
− | + | ! class = "header" | Blu checkpoints passed | |
− | {| class="wikitable grid" | + | ! class = "header" | Red respawn wave |
− | ! class = "header" | | + | ! class = "header" | Blu respawn wave |
− | ! class = "header" | | ||
− | ! class = "header" | | ||
|- | |- | ||
− | ! | + | ! 0-3 |
− | + | | 8 || 4 | |
− | | | ||
|- | |- | ||
− | ! | + | ! 4 |
− | | | + | | 10 || 4 |
− | | | ||
|} | |} | ||
== [[Territorial Control]] == | == [[Territorial Control]] == | ||
− | + | [[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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{| | {| |
Revision as of 00:23, 4 October 2015
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— The Sniper
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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 has a unique set of spawns. After capturing both outer control points, and unlocking the gate, if the gate closes again, the Blue team gets an increased spawn timer. If both points are captured again, the Blue team's spawns are returned to 0.
Status | Red respawn wave | Blu respawn wave |
---|---|---|
Default | 3 | 0 |
After gate closed | 3 | 4 |
After gate reopened | 3 | 0 |
Payload
|
|
|
Blu checkpoints passed | Red respawn wave | Blu respawn wave |
---|---|---|
0-3 | 8 | 4 |
4 | 10 | 4 |
Territorial Control
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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