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  • midfight delays arent actually random (NERD EMOJI POST)

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    • 76561198042855616
      arb1ter RGL.gg last edited by 76561198042855616

      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

      scalarquantity.png (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)

      here are videos showing examples of this happening:

      • 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

      • 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)

      • 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

      76561198152690088 1 Reply Last reply Reply Quote 10
      • 76561198103930234
        ethanf RGL.gg last edited by

        Great breakdown, tyvm for your efforts

        1 Reply Last reply Reply Quote 3
        • 76561198012510968
          yogrrt RGL Highlander Staff RGL.gg last edited by

          this is some gigabrain level shit, we’ve hit the point of fully optimizing delays for spawns

          1 Reply Last reply Reply Quote 6
          • 76561198152690088
            vorboyvo RGL Highlander Staff RGL.gg @76561198042855616 last edited by

            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?

            76561198042855616 1 Reply Last reply Reply Quote 0
            • 76561198042855616
              arb1ter RGL.gg @76561198152690088 last edited by

              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

              76561198152690088 1 Reply Last reply Reply Quote 1
              • 76561198152690088
                vorboyvo RGL Highlander Staff RGL.gg @76561198042855616 last edited by

                arb1ter np ty!

                1 Reply Last reply Reply Quote 0

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