midfight delays arent actually random (NERD EMOJI POST)
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thank you theatreTECHIE for looking into this with me!
for any redditors or curious folk who want to read this and understand why this is the case:
SCROLL DOWN TO HEADER IF U ONLY CARE ABOUT HL RULES
before i go into the general rules:time between respawn waves is determined by the scalar value which is dependent on number of players on one team; the lower the scalar value, the shorter the length between respawn waves is
this is why prolander respawns look choppy https://imgur.com/a/rkgGnjn
(courtesy of theatreTECHIE)
HL (9v9)
red/blu scalar value: 1.00 (4*/6/8*)
*for most KotH maps (cascade has a 2-second respawn for the team that does not have the point and a 9-second respawn time for the team that has the point)rules in HL are:
dead players are not delayed in midfights if:
- player dies at ≥14s respawn time
- point is capped if that player has ≤5s of respawn time remaining
dead players are delayed in midfights if:
- player dies at ≥14s respawn time
- point is capped if that player has >5s of respawn time remaining (only 2-second delay to accommodate for the next wave)
- point is capped if that player has >5s of respawn time remaining (4-second delay to accommodate for the wave after if there are 3 different spawn waves going on during the midfight [shown in instance 1])
- player dies at <14s respawn time
- player is delayed regardless of when you cap by one wave (8 seconds in HL)
- player can still be delayed by 2 seconds if there is another player with a <14s respawn time of a spawn wave before (shown in instance 3)
- player is delayed regardless of when you cap by one wave (8 seconds in HL)
here are videos showing examples of this happening:
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engi: dies at ≥14s respawn time
capped with >5s respawn time
delayed 4 seconds -
pyro: dies at ≥14s respawn time
capped with ≤5s respawn time
no delay -
scout: dies at ≥14s respawn time
capped with >5s respawn time
delayed 2 seconds
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pyro: dies at ≥14s respawn time
capped with ≤5s respawn time
no delay -
medic: dies at ≥14s respawn time
capped with ≤5s respawn time
no delay -
sniper: dies at <14s respawn time
capped with ≤5s respawn time
delayed by an entire wave (8s)
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scout: dies at <14s respawn time (first wave)
capped with ≤5s respawn time
delayed by an entire wave (8s) -
engi: dies at <14s respawn time (next wave)
capped with ≤5s respawn time
delayed 2 seconds -
spy: dies at ≥14s respawn time
capped with ≤5s respawn time
no delay
to conclude:
itd be cool to see people incorporate this in games as it can save some time during midfights which can be a big help, although it would be hard to keep track of the respawn times people get when they die
i tried to make this as understandable as i could, AMA if you have any questions
PS: i havent done any research in the optimal capping times for 6s and 7s, might do that in the future
- player dies at ≥14s respawn time
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Great breakdown, tyvm for your efforts
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this is some gigabrain level shit, we’ve hit the point of fully optimizing delays for spawns
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arb1ter said in midfight delays arent actually random (NERD EMOJI POST):
player can still be delayed by 2 seconds if there is another player with a <14s respawn time
Does this mean that if player A dies with <14s and gets delayed by one wave, then a while later (but not a full wave later), player B dies with <14s when A has >2s left, then B spawns with A being delayed by just 2s?
Or does it mean that a player can be delayed by 2 seconds on top of the 8 seconds?
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vorboyvo said in midfight delays arent actually random (NERD EMOJI POST):
Or does it mean that a player can be delayed by 2 seconds on top of the 8 seconds?
yea sry for late reply
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arb1ter np ty!