I hope it’s the former. There’s something really frustrating about the short timespans in TF2 and TF2 alleviates it with constantly stretching it and going in overtime and whatnot.
Respawn timer
Respawning is part of gameplay.
People watch the timer, and take the forward spawn based on the knowledge that when the timer hits 00, the spawn is captured just in time and teammates can (re)spawn right at the spot to help defend it.
Guess you never played competativly :rolleyes:
I’m talking about stalemate in regards to competitive play and/or stopwatch mode.
There is stopwatch mode…right?
Found this:
So i’m content. 
That really doesn’t have anything to do with dynamic respawn timers. That’s mostly due to setting too tight a time limit for the first match.
Can someone give a quick summary… Why if your still alive would you self kill in order to just respawn again. I can see that being useful in a game with no health regen or something like that. But in Brink i don’t see a need for it. I’ve never properly competitively played a game like ETQW or anything so my question will seem trivial.
Because sometimes you’re at objective A and you need to be at objective B, which is closer to the spawn than it is to objective A.
From an ET perspective:
What Linsolv mentioned is only a small part of it. Yes sometimes when you get a new spawn point closer to the end of the map and you’re on the “early” part, you could /kill right before spawn time to get closer to the objective.
But there are several more important reasons to why people do this. For instance you coordinate with your team to attack when the enemy has just spawned and you are about to spawn. That way their casualties get a long spawn while yours spawn practically immediately.
Another reason might be simply because you’re about to die and you /kill early not to miss the spawn. This way you make sure you always have control of when you die and are in the game for as long as possible.
On defence, good clan players would push out and counterattack the attacking team in scuicide attacks at the right moment just to take out one or two players or simply prolong the assault.
It was a very effective and i dare say necessary tactic.
Plus it had several obvious benefits such as spawning with full health and replenished ammo.
Most et maps took a very short time to get to the objective so it was almost always worth it exept for certain moments when you had a very important or “hard to get to” location.
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As 1 person already mentioned, it can act like a teleport to get closer to the objective after completing a previous objective (e.g. in ETQW after a MCP was deployed a new spawn point was captured automatically, so to keep up with the rest of the team respawning is much faster than running half the map.)
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Respawning in a competitve match, allows players to push forward with the rest of their team at the same time. Instead of running in on your own and dieing from being outnumbered, you can have the rest of your team back you up.
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In ETQW there were up to 30second spawnwave’s, again in competitive matches, you are at a massive disadvantage if your team all die and have to wait 30 seconds. Instead some players self kill earlier (0-1seconds before new spawn wave) so they don’t spend 30seconds being useless to the rest of the team.
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This only applies to ETQW, but with spawnhost’s it would allow a technician to run to the objective, kill someone make a spawnhost and respawn as an Aggressor then plant the objective. Same applies but respawn as a Constructor to disarm the objective.
Hope this helps 
Edit: trollface beat me to it, but i’ve given the points from an ETQW pov.
But there are several more important reasons to why people do this. For instance you coordinate with your team to attack when the enemy has just spawned and you are about to spawn. That way their casualties get a long spawn while yours spawn practically immediately.
That’s the only valid argument in favour of showing timers. This is what I focus on in ETQW and you can get a real kick out of pushing your opponent’s way back on the most obnoxious moments.
- Respawning in a competitve match, allows players to push forward with the rest of their team at the same time.
It doesn’t allow it. It makes it easier to pull off, which is a shame especially in competitive matches as without self-kills it will require much more coordination and effort.
[QUOTE=r3fleX;288111]0-1seconds before new spawn wave[/QUOTE]Not leaving much room for error are you? 
@trollface heh, no although the spawn timers in ETQW were very dodgy i remember they often displaying 30secs when i hit selfkill but then respawning instantly 
Also @tokamak, i can’t face argueing with you, it is clear through your lack of competitve match experience that you do not realise the true importance of a spawn timer, almost everything revolves around it. But you will never accept this, so you can just keep going on about how skilled it is to run around without knowing wether you will get 1sec or full spawn like the rest of the COD noobs.
[QUOTE=r3fleX;288111]1
4. This only applies to ETQW, but with spawnhost’s it would allow a technician to run to the objective, kill someone make a spawnhost and respawn as an Aggressor then plant the objective. Same applies but respawn as a Constructor to disarm the objective.
[/QUOTE]
Arguably one of the coolest things you could do in ET:QW. I will miss spawnhosts 
I cant imagine /kill will have a significant role in brink, even in competitive games. Shorter spawn times, the value of buffs and slower movement will make it less attractive.
It’s only important because it’s there and you don’t have to work your way around it’s lack of it. Just like changing bodytypes on the right times would be incredibly important if you could.
Yea i agree, i just find the respawn timer adds a more tactical aspect to the game aspose to randomness/luck.
However in Brink i guess it is not as vital to have a respawn timer as shorter respawn waves and also the self revive ability!
but from my background of comp ETQW where respawn waves were 30seconds it was a vital part.
btw, have they confirmed anywhere that you can self kill in Brink? we seem to have all overlooked and taken it for granted afaik unless someone can show me some confirmation please :), and you can’t be to sure with dev’s these days, what doesn’t get talked about usually doesn’t get implemented 
