• Respawn times, do you hate it as much as me?
    94 replies, posted
No. I hate servers with insta spawn or 2-3 second respawn times, especially on payload.
bigger than 15 seconds is just unacceptable.
Respawn times are there to stop people just doing fucking kamakzi shit to slow the enemy down. It's also kind of a reward for not dieing.
The respawn times are dinamic, means you kill more people, you respawn faster, but if you suck, you have to wait.
Well I don't understand how much of you enjoy 20 seconds + respawn, the max should be at least 10
[QUOTE=CounterTunes;24105773]Well I don't understand how much of you enjoy 20 seconds + respawn, the max should be at least 10[/QUOTE] Get a better k:d and you won't have to wait so long.
It's there for a reason, you cannot make any progress if the enemies just keep coming at you. I don't agree with the 20 sec respawn times, because they can lead to the whole team being dead at the same time resulting in no defense at all. I also don't agree with the "makes you live longer and do better" It's that moment of pure insanity on your part that gets your team over that final hurdle, there's also pretty much fuck all you can do against a crit rocket a lucksman arrow or taking that teleporter to a demo trap to instant death, in those cases any respawn time is harsh considering no matter what you do would still result in your death.
I'd say 6-8 seconds is the perfect respawn countdown. I hate 16+ timers to death.
It's kind of irritating when you get on an unlucky streak of deaths, but it's there for a reason, so I don't mind usually.
Keeps the balance, but I rage when I get hit by a crit rocket/minigun/etc. after waiting 15< seconds to respawn and then have to wait another 15< seconds.
[QUOTE=commander204;24105767]The respawn times are dinamic, means you kill more people, you respawn faster, but if you suck, you have to wait.[/QUOTE] Really? This is news to me. [editline]04:09PM[/editline] Also: [url]http://www.ubercharged.net/2008/06/06/instaspawn-that-filthy-stain-on-tf2-you-can-never-wash-off/[/url] This is why we have delayed respawns.
[QUOTE=commander204;24105767]The respawn times are dinamic, means you kill more people, you respawn faster, but if you suck, you have to wait.[/QUOTE] :wtc: Shouldn't it be the other way round?
[QUOTE=Rong;24109012]:wtc: Shouldn't it be the other way round?[/QUOTE] Positive reinforcement.
Valve wants to prevent stalemates like this. If you benefit the weaker team until they're even with the stronger one, you'll likely get nowhere with this. Better end the round, get some ragequitting and scramble the teams for a fresh start. It's also a positive feedback for the team that does well of course.
I playing mostly Spy find respawn times much more convenient. Usually I kill players near spawn and it's kind of unrewarding when they rush immediately out of the spawn ready to hunt down that fucking Spy. Not to mention insta-respawn nullify the uber most of the time.
Something about insta respawn is wrong. Last time I played on one I led my team as a spy... Maybe my team just sucked.
On TF2 don't the respawn times gradually get longer based on what period of time you die in i.e if you die twice within a couple seconds the respawn time will go up by 5 seconds. Which is a good thing it motivates you to live longer and in turn motivates you to play better because you introduce better gameplay strategies in order to survive longer, not to mention instant respawn recks the game. [editline]06:56PM[/editline] [QUOTE=Duke Naz;24111845]Something about insta respawn is wrong. Last time I played on one I led my team as a spy... Maybe my team just sucked.[/QUOTE] Not to generalize but people that play on instant respawn servers tend to be worse players aswell I'm mainly talking about the 24/7 insta respawn servers, joined my first one in ages yestardy and the people are retarded (trust me no bots I checked). Enginner built sentries but can't defend them (literally just pistol them), pyros you can just jump around, soldier you can just double jump into there face and back so they shoot themselves, demomen can't use stickies properly and the heavys they just dont turn around even while im blasting the crap outta them or there heavy. I guess playing on these types of servers makes you a worse player because realistically these people don't know how to play there class to get a good k/d ratio they only really know how to get kills, and why because they just respawn instantly. Managed to top the table with about 40 kills 2 deaths in couple of minutes. Which was even more funny when I realised it was a premium server and a couple of people I was dominating where using premium (how the hell do you suck that bad, while pretty much using hacks)
[QUOTE=Duke Naz;24111845]Something about insta respawn is wrong. Last time I played on one I led my team as a spy... Maybe my team just sucked.[/QUOTE] I find it extremely difficult to play as Spy on Instan-Respawn servers. Take Doublecross for example. Many teams put a sentry only a few meters away from spawn so it can cover the main entrance. Heck the intel room is even close enough so the Engie could save his lvl 3. Or maybe you killed someone in the sewers. Normally that person is off the screen for long enough to change your position, but with instant respawn nothing is holding the player from going Pyro and hudda hudda the crap out of the sewers until they find you. And it sorta feels less rewarding in general... I mean, it doesn't even feel like a kill, just like you pushed someone away to their spawn. Hell some Engies even deliberately suicide because it's the quickest way to get 200 metal for them.
Respawns in TF2 have absolutely nothing to do with your personal performance, what your KDR is, how fast you die, etc. Respawns occur in waves - basically, it's set up so that if everyone's alive, the first person who dies starts a "wave". The length of that wave depends on a variety of things - on a CP or Payload map, it depends on what points each team owns, on Hydro it depends on if a point is being capped or not, etc, but by default the waves are 10 seconds long. Each person who dies during that wave will respawn at the same time as the guy who started the wave - this is done to encourage team work. For instance, if a Heavy/Medic pair die at close to the same time, they'll respawn together. However, there are limits to how many people can respawn in a wave, and the game may force you to wait for the next wave - which is where the 20 seconds respawn timers come in.
Try Badlands instant respawn as a spy it's just funny. But doublecross I can see why that would be a nightmare, espicially when people camp the spawn with sentries and the like, 2fort is horrible aswell because of the instant respawn it means there's tons of people coming down corridors spraying like crazy. I agree wholeheartadly with your last comment, it feels like you've done jack shit when they come back within seconds of you killing them, feels like you havent actually killed them more or less just irritated them and made them aware of you. [editline]07:10PM[/editline] [QUOTE=KarmaPolice;24112175]Respawns in TF2 have absolutely nothing to do with your personal performance, what your KDR is, how fast you die, etc. Respawns occur in waves - basically, it's set up so that if everyone's alive, the first person who dies starts a "wave". The length of that wave depends on a variety of things - on a CP or Payload map, it depends on what points each team owns, on a CTF map it depends on if a flag is out or not, etc, but by default the waves are 10 seconds long. Each person who dies during that wave will respawn at the same time as the guy who started the wave - this is done to encourage team work. For instance, if a Heavy/Medic pair die at close to the same time, they'll respawn together. However, there are limits to how many people can respawn in a wave, and the game may force you to wait for the next wave - which is where the 20 seconds respawn timers come in.[/QUOTE] Also what the hell is all this crap about waves, we're talking about instant respawn. Not about the normal dynamic respawn times which gradually increase dependent on how you've done or whats going on. You seem to be thinking I'm refering to the normal respawn times affecting my performance, I'M TALKING about instant respawn! Em they have a whole lot to do with personal performance, instant respawn times unblanace the game and make it ideal for certain classes and impossible to play others in certain situations. Which means that in certain cases like the previous posters mentioned it can be near impossible to play a class due to it breaking the balance of a game. Also my comment on K/D ratio if you actually read was too do with how bad people are on the servers, because they only play to get kills because they don't care about dieing they end up have terrible K/D ratio, which means realistically in a normal server they would do terrible.
Respawn times in Team Fortress 2 are based on your team's performance. No surprise here.
I don't mind them too much because I know Valve's default settings (as long as it's 24 players) are to keep the game balanced. That's why I hate Fast/Instant respawn because there's always a spamfest of the last point and it ends in a stalemate.
Stop being an impatient git.
[QUOTE=Drax-Quin;24112225]Also what the hell is all this crap about waves, we're talking about instant respawn. Not about the normal dynamic respawn times which gradually increase dependent on how you've done or whats going on. You seem to be thinking I'm refering to the normal respawn times affecting my performance, I'M TALKING about instant respawn! Em they have a whole lot to do with personal performance, instant respawn times unblanace the game and make it ideal for certain classes and impossible to play others in certain situations. Which means that in certain cases like the previous posters mentioned it can be near impossible to play a class due to it breaking the balance of a game. Also my comment on K/D ratio if you actually read was too do with how bad people are on the servers, because they only play to get kills because they don't care about dieing they end up have terrible K/D ratio, which means realistically in a normal server they would do terrible.[/QUOTE] Uh, what the fuck, I wasn't even responding to you? I was just explaining how normal respawn times work (hint: times don't increase or decrease based on how well you personally have done) and why they work the way they do so people don't get confused by comments like: [quote]The respawn times are dinamic, means you kill more people, you respawn faster, but if you suck, you have to wait.[/quote]
Sorry Karma thought you were referring to me: Also I actually didn't know how exactly those respawn times worked, thanks for pointing that out ^^. I always thought it had something related to how well your team was doing, which is good for preventing stalemates just didn't know the specifics.
-snipimtired-
[QUOTE=Chekko;24113414]In the commentary they said respawn times affect how well your team is doing. I could be wrong though.[/QUOTE] Wrong way round. Your teams performance affects the respawn time.
Short/No Respawn servers have done more damage to TF2 then Fake Player Counts, Hackers, saigns.de, and 32 player servers combined. It's promotes bad tactics, (See: W+M1) ruins game balance, (Ever Tried winning as BLU at pl_Hoodoo or cp_Egypt with insta-spawn? It's near impossable) and has made the majority of TF2 players so impatient that when they go to normal servers they charge into spam, die once, see the respawn time, and ragequit. So, No, I don't hate spawn times.
It's a good thing tf2 has dynamic spawn times.
It adds this "I dont care if i died. I'll respawn shortly anyway!" feeling in the battlefield. I play Arena most, since you need more teamwork there.
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