Difference between revisions of "Team balance"

From Team Fortress Wiki
Jump to: navigation, search
(Update history: Added patch notes)
Line 11: Line 11:
  
 
'''{{Patch name|10|25|2007}}'''
 
'''{{Patch name|10|25|2007}}'''
* Improved autobalance calculation code when determining who to switch
+
* Improved autobalance calculation code when determining who to switch.
  
 
'''{{Patch name|2|28|2008}}'''
 
'''{{Patch name|2|28|2008}}'''
* Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
+
* Reduced Soldier's maximum rocket reserve ammo from 36 to 16.
 +
* Reduced Demoman's maximum Sticky bomb reserve ammo from 30 to 16.
 +
* Reduced Demoman's maximum Grenade Launcher reserve ammo from 40 to 24.
 +
* Undocumented] Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 22:26, 29 June 2014

I almost joined their bloody team!
The Demoman
The Team Balance Icon

Team Balance is a gameplay feature that automatically balances teams that have been made uneven (for example, by a number of players disconnecting on one side) by switching one or more players at random from the side with the most players. When team balance is initiated, a timer appears informing the players how much time is left until the switch is made.

Though the balancing process is a necessary one, many players have voiced disapproval at being switched to the losing side shortly before the end of a match, or while playing on a team comprised of people with whom he is in charge of or engages in regular communication with. In such a situation, the switched player may choose to attempt to arrange a manual switch with a member of the opposing team.

It is generally frowned upon to switch back to your original team after being autobalanced (such as moving to spectate and allowing another person to be balanced, and reclaiming their spot on the original team).

Update history

October 25, 2007 Patch

  • Improved autobalance calculation code when determining who to switch.

February 28, 2008 Patch

  • Reduced Soldier's maximum rocket reserve ammo from 36 to 16.
  • Reduced Demoman's maximum Sticky bomb reserve ammo from 30 to 16.
  • Reduced Demoman's maximum Grenade Launcher reserve ammo from 40 to 24.
  • Undocumented] Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds.