Spawn Times


(quickMicrowave) #1

SD Devs, in Stopwatch mode the spawn times for Attackers and Defenders are the exact same on every single map currently in rotation.

ie: If the Attackers are about to spawn in two seconds, the Defenders are too.

Is this design on purpose?

Currently as it stands teams constantly run into each other at the same area on the map if running at each other, which may or may not be seen in your Echo monitoring - but on paper makes sense.

Will maps be looked at individually and have spawn times adjusted so that some maps have faster Attacker spawn times, or increasing Defenders spawn times accordingly?

Also, will the start of the game randomly determine each teams next spawn time (on a 0-59 second random generator) so that they are not always the exact same and have a bit of randomness?

Going into any Stopwatch pub or competitive map - it is a bit silly to know the exact time that the other team is spawning from the very first second of the match, and as you spawn the exact same time they do - very easy to keep track of with minimal effort of keeping your eye on the respawn timer.

Thanks.


(yakcyll) #2

I can’t do anything else but support this notion - while I understand you want to see how things pan out without introducing spawn time discrepancy, we’d love some confirmation on this as even for most maps currently in DB either side could use +/- five to ten seconds on the wave timer.


(delectableJuke) #3

I’m completely on board with this as well. The spawn times should be offset and not identical.

Secondly, when the offensive team completes a secondary objective, they should automatically spawn to the most forward spawnpoint instead of spawning on a ‘back’ spawnpoint for the first 2-3 waves after an objective is completed.

I think the two of these points would help competitive pubs and potential matches.


(hollywood) #4

20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.


(coruscate) #5

[quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.


(Szakalot) #6

[quote=“Coruscate;17140”][quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.[/quote]

If you get wiped at 30 seconds, you deserve to lose anyways.


(mOist) #7

they use a system/program/tool w/e called echo , im sure they will adjust times/spawns based on what they see from there stats.


(quickMicrowave) #8

Mainly posted this as it has been roughly 2 years since closed alpha - and using Echo so far it has not been adjusted.

If all maps are designed technically around a 24 second spawn time - that would be great information to share.

Here’s to hoping!


(crooKk) #9

I ranted on about staggered time for nearly 2 years without any success. Hope they do change it up but I don’t see it happening :[


(coruscate) #10

[quote=“Szakalot;17146”][quote=“Coruscate;17140”][quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.[/quote]

If you get wiped at 30 seconds, you deserve to lose anyways.[/quote]

It doesnt matter at which timer you get swiped.
The bomb gets planted at any given respawn timer.
The timer ends and my team got this one chance to defuse the bomb.
No second wave.
Since defusing without beeing a engineer needs ~10 seconds you dont got the time to get the bomb without getting it in the first try.


(Humbug) #11

[quote=“Coruscate;17317”][quote=“Szakalot;17146”][quote=“Coruscate;17140”][quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.[/quote]

If you get wiped at 30 seconds, you deserve to lose anyways.[/quote]

It doesnt matter at which timer you get swiped.
The bomb gets planted at any given respawn timer.
The timer ends and my team got this one chance to defuse the bomb.
No second wave.
Since defusing without beeing a engineer needs ~10 seconds you dont got the time to get the bomb without getting it in the first try.[/quote]

i think this would be good.
currently defusing is too much of a lemming rush. everyone just trying to defuse instead of securing the area. Really painful to watch in pubs.


(Szakalot) #12

[quote=“Coruscate;17317”][quote=“Szakalot;17146”][quote=“Coruscate;17140”][quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.[/quote]

If you get wiped at 30 seconds, you deserve to lose anyways.[/quote]

It doesnt matter at which timer you get swiped.
The bomb gets planted at any given respawn timer.
The timer ends and my team got this one chance to defuse the bomb.
No second wave.
Since defusing without beeing a engineer needs ~10 seconds you dont got the time to get the bomb without getting it in the first try.[/quote]

ehh, no?

Bomb takes 50 seconds to blow up, so on average you will have 2 spawnwaves to defuse it.

Most likely, the first wave will be used to clear out the defences, and second wave will be used to defuse. It makes for a huge difference, as its not likely you can secure the objective & defuse it in just one wave of reinforcements.


(DomMafia) #13

[quote=“Szakalot;17322”][quote=“Coruscate;17317”][quote=“Szakalot;17146”][quote=“Coruscate;17140”][quote=“goldReply;17082”]20 offense and 30 defense respawn times would be great! Also, change the plant charges from 45 seconds to 30 seconds.

More offense set times and less defense! Who wants to watch a full 15 minute round? Lets keep it under 7 minutes please.[/quote]

That means you got 1 chance to get the bomb. If u get swiped out once its OVER no chance?
That doesnt seem like a competitive way to go.[/quote]

If you get wiped at 30 seconds, you deserve to lose anyways.[/quote]

It doesnt matter at which timer you get swiped.
The bomb gets planted at any given respawn timer.
The timer ends and my team got this one chance to defuse the bomb.
No second wave.
Since defusing without beeing a engineer needs ~10 seconds you dont got the time to get the bomb without getting it in the first try.[/quote]

ehh, no?

Bomb takes 50 seconds to blow up, so on average you will have 2 spawnwaves to defuse it.

Most likely, the first wave will be used to clear out the defences, and second wave will be used to defuse. It makes for a huge difference, as its not likely you can secure the objective & defuse it in just one wave of reinforcements.
[/quote]

I think he’s talking about the proposed 30 second timer on the bomb.