midfight delays arent actually random (NERD EMOJI POST)
-
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*) °fa-info°(these are the stock respawn times excluding the killcam time but can be higher because players can spawn within the same respawn wave as well as be separated into other respawn waves)
*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)#anchor(rules in HL are: °fa-info°(the rules are probably more mathematical than this but i am using numbers gathered from an HL scenario to make it more understandable and easier to remember))
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:
-
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
- player dies at ≥14s respawn time
-
Great breakdown, tyvm for your efforts
-
this is some gigabrain level shit, we’ve hit the point of fully optimizing delays for spawns
-
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?
-
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
-
arb1ter np ty!