Difference between revisions of "Respawn times"
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{{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}} | {{Quotation|'''The Sniper'''|Kill ya again soon, mate.|sound=Sniper_domination22.wav}} | ||
− | The following information on | + | The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>. |
== Respawn Waves == | == Respawn Waves == |
Revision as of 01:51, 5 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 This article may contain content that is out of date.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
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” |
The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of mp_showrespawntimes
.
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 for RED. Note that these maps are symmetrical: If RED owns this many points, then these are the spawn times for BLU.
Map | Control points owned by BLU | ||||
---|---|---|---|---|---|
1 | 2 | Neutral | 3 | 4 | |
5Gorge | 5 | 10 | 10 | 10 | 7 |
Badlands | 5 | 10 | 10 | 10 | 10 |
Coldfront | 6 | 8 | 10 | 10 | 10 |
Fastlane | 7 | 8 | 10 | 12 | 11 |
Foundry | 3 | 5 | 5 | 8 | 8 |
Freight | 5 | 7 | 10 | 10 | 10 |
Granary | 7 | 10 | 10 | 10 | 10 |
Gullywash | 8.9 | 8.9 | 8.9 | 8.9 | 8.9 |
Powerhouse | 6 | 6 | 3 | ||
Process | 10 | 10 | 10 | 10 | 8 |
Snakewater | 10 | 10 | 10 | 10 | 7 |
Well | 4 | 7 | 10 | 10 | 10 |
Yukon | 7 | 8 | 10 | 10 | 10 |
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 |
! rowspan="2" | Snowplow Respawn times/row |- Respawn times/row Standin |- ! rowspan="2" | Steel Respawn times/row |- Respawn times/row
Payload
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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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