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 Respawn Times is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>. | The following information on Respawn Times is taken by information found in decompiled Valve maps, or by use of <code>mp_showrespawntimes</code>. | ||
Line 465: | Line 464: | ||
{| class="wikitable grid" style="text-align:center" | {| class="wikitable grid" style="text-align:center" | ||
− | |+ | + | |+ Brickyard |
! class = "header" | Status | ! class = "header" | Status | ||
! class = "header" | Red respawn wave | ! class = "header" | Red respawn wave | ||
Line 502: | Line 501: | ||
! align = "center" | Always | ! align = "center" | Always | ||
| align = "center" | 6 | | align = "center" | 6 | ||
+ | |} | ||
+ | |||
+ | == [[Mann Vs. Machine]] == | ||
+ | |||
+ | Mann Vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map and ramps up from 2 seconds to the max except the ones in italic which are already maxed. | ||
+ | |||
+ | {| | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Decoy]], [[Coal Town]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! Normal | ||
+ | | 5 | ||
+ | |- | ||
+ | ! Intermediate, Advanced, and Expert | ||
+ | | 7 | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Mannworks]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! Normal | ||
+ | | 5 | ||
+ | |- | ||
+ | ! Intermediate and Expert | ||
+ | | 7 | ||
+ | |- | ||
+ | ! Advanced | ||
+ | | {{tooltip|10|Machine Massacre}}, ''{{tooltip|8|Mech Mutilation}}'' | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Ghost Town]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! Nightmare | ||
+ | | ''3'' | ||
+ | |} | ||
+ | |} | ||
+ | |||
+ | {| | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Bigrock]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! All Missions | ||
+ | | 2 | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Mannhattan]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! All Missions | ||
+ | | 8 | ||
+ | |} | ||
+ | | | ||
+ | {| class="wikitable grid" style="text-align:center" | ||
+ | |+ [[Rottenburg]] | ||
+ | ! class = "header" | Difficulty | ||
+ | ! class = "header" | Max Red respawn wave | ||
+ | |- | ||
+ | ! All Missions | ||
+ | | {{tooltip|6|Village Vanguard and Bavarian Botbash}}, {{tooltip|7|Hamlet Hostility}} | ||
+ | |} | ||
|} | |} | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||
[[Category:Strategy]] | [[Category:Strategy]] |
Revision as of 23:27, 8 November 2017
“ | 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, 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.
Capture the Flag
All CTF maps have the same spawn times.
Respawn Wave | |
---|---|
Always | 10 |
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 |
Payload
These maps are all single-stage:
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These maps are multi-stage:
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Payload Race
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Special Delivery
All SD maps have the same spawn times.
Respawn Wave | |
---|---|
Always | 6 |
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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PASS Time
Brickyard has a unique set of spawns. The spawn timers are at 10, unless the jack is close to a team's goal, in which case their spawn timer is halved to 5.
Status | Red respawn wave | Blu respawn wave |
---|---|---|
Default | 10 | 10 |
Jack is past BLU team's warehouse | 10 | 5 |
Jack is past RED team's warehouse | 5 | 10 |
Robot Destruction
All RD maps have the same spawn times.
Respawn Wave | |
---|---|
Always | 5 |
Player Destruction
All PD maps have the same spawn times.
Respawn Wave | |
---|---|
Always | 6 |
Mann Vs. Machine
Mann Vs. Machine has a unique set of spawn times as they are determined by the .pop file rather than the map and ramps up from 2 seconds to the max except the ones in italic which are already maxed.
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