Respawn times.


(Ferrett321) #1

As far as I’m aware this is how re-spawn times work.

Re-spawn time runs on a rotation of ~25 seconds, counts down to 0 then jumps back to 25.

This means no matter how good or how much a player is contributing that player could die at an unfortunate time and be could at a 23 second re-spawn time.

I think this system is supposed to encourage waves of enemies and allies, It does, but with a lot of downfall. This system also allows teams to pick up huge amounts of momentum. Meaning teams could be hooked by a streek of unfair respawn timers and could lose them the match/round.

MY SUGGESTION: Re-spawn timer should either be default amount of time per player rather than a team based timer rotation, this amount of time per player could be say… 10 seconds to respawn time.

Also, I’m not sure if this thread even belongs here, please if it belongs elsewhere please direct me.

TL:DR; I think current system is unfair and I’m looking for discussion regarding re-spawn times, your opinions and if they need to be changed.


(Adam) #2

Don’t die, and you wont have to wait to respawn.


(SirSwag) #3

As much as it sucks to be on a 24 second respawn, I feel this is a very purposeful decision. It gives the attacking team in particular precious time to make ground on an objective. It also encourages team play by starting everyone together and if the respawn time was too short it would make revives less meaningful.


(Ferrett321) #4

Those are some good points :slight_smile:


(Dawnlazy) #5

If you take away spawn waves you are going to ruin half of the fun about playing Skyhammer.


(Ferrett321) #6

I’m going to attempt to argue against this.

Medics keep the team alive and thus the team will eventually pack together allowing for air support multi kills and such.

Certain abilities in Dirty Bomb encourage team packing, such as healing stations, ammo stations and objective protecting.


(Ferrett321) #7

Easier said than done my friend.


(Ferrett321) #8

https://www.youtube.com/watch?v=RXZQX6ZIz6c Found this video, credit goes to crooKkTV, why do I post this, because knowledge of wave based respawn times can give educated skyhammers a huge advantage.


(Matuno) #9

I never realised that the spawn timers on Stopwatch are synced. This is going to help me immensely!

Following that, I had hoped to use my amazing and boundless intellect (cough) to crack the code on spawn timers in Objective mode, but I couldn’t quickly see a pattern. Would need to check multiple rounds, cross-reference, see different maps/events/and so forth, and in the end it wouldn’t be a reliable way to calculate spawn times anyway.

For those interested; I’ve observed the following spawn times on Bridge (Attackers/Defenders):
[spoiler]
22/20
20/22
22/22
23/22
24/24
24/24
24/24
24/24
24/22
23/24
20/24
20/24
19/24
28/22
20/22
19/22
18/24
18/24
— EV Repaired
24/24
24/24
24/24
24/24
24/24
24/24
24/24
24/24
24/24
23/24
23/24
23/24
— Screw this, I’m out
[/spoiler]


(Ferrett321) #10

[quote=“Matuno;92186”]I never realised that the spawn timers on Stopwatch are synced. This is going to help me immensely!

Following that, I had hoped to use my amazing and boundless intellect (cough) to crack the code on spawn timers in Objective mode, but I couldn’t quickly see a pattern. Would need to check multiple rounds, cross-reference, see different maps/events/and so forth, and in the end it wouldn’t be a reliable way to calculate spawn times anyway.

For those interested; I’ve observed the following spawn times on Bridge (Attackers/Defenders):
[spoiler]
22/20
20/22
22/22
23/22
24/24
24/24
24/24
24/24
24/22
23/24
20/24
20/24
19/24
28/22
20/22
19/22
18/24
18/24
— EV Repaired
24/24
24/24
24/24
24/24
24/24
24/24
24/24
24/24
24/24
23/24
23/24
23/24
— Screw this, I’m out
[/spoiler][/quote]

Dedication.


(Szakalot) #11

[quote=“Ferrett321;18503”]As far as I’m aware this is how re-spawn times work.

Re-spawn time runs on a rotation of ~25 seconds, counts down to 0 then jumps back to 25.

This means no matter how good or how much a player is contributing that player could die at an unfortunate time and be could at a 23 second re-spawn time.

I think this system is supposed to encourage waves of enemies and allies, It does, but with a lot of downfall. This system also allows teams to pick up huge amounts of momentum. Meaning teams could be hooked by a streek of unfair respawn timers and could lose them the match/round.

MY SUGGESTION: Re-spawn timer should either be default amount of time per player rather than a team based timer rotation, this amount of time per player could be say… 10 seconds to respawn time.

Also, I’m not sure if this thread even belongs here, please if it belongs elsewhere please direct me.

TL:DR; I think current system is unfair and I’m looking for discussion regarding re-spawn times, your opinions and if they need to be changed.[/quote]

if you die at 23-seconds IT IS YOUR FAULT. You should never push at 20+ seconds to spawn.

Managing the respawn timer is part of the game.

10 seconds to respawn time would break most maps, defenders on trainyard/chapel are way too close to objectives for offense to ever make a dent.

On the other hand, I agree that the present stopwatch symmetrical&synchronized 25/25 spawn times suck. It should be at least 20/25, to promote the attacker’s side.