Team Fortress 2

Team Fortress 2

cp_helmsdeep_v2
Respawn times
when i had a chance to play this map on a populated server this really showed up. i'm talking how bad the respawn times are. attackers have no respawn time so they can continue assault no matter what and getting killed means nothing really. now defenders have somewhat variable but still 20-30 second-ish respawn times. this is noticable when half of red is wiped out and blu have 30 seconds to run around and capture all three points. now it is comprehendable that if attackers had respawn time if red would kill all blu they would have alot of time and have advantage to do... what exactly?(nothing). now blu can of course cap when red are dead. they can spread out and cap two points and then the last which is completable in about 30-40 seconds with scouts. oh and the map isn't very defender-sided, especially the interior so if there would be two reds attacking point with 5 blus on it, then... simple math i guess. oh and also if this has changed it would be nice to put it all in the change notes tab since the map has been around for a while now.

tl;dr the respawn times on red (defending) side is too long and should be like 15 seconds, that's still alot but not absurd, i think.
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Showing 1-6 of 6 comments
Dr. Martex 19 Apr, 2016 @ 11:52am 
I would consider the respawn times to somewhat enhance the experience, If you think about it, Killing somebody when defending wont matter very much as the Attacking force is naturally larger than the defence, were as killing somebody when attacking will help your team significantly, as this map basicly reperesnts a Final Stand by the Red team.

Tl:Dr, On this map, Red is out of time and resources.
Mad_Scientist 19 Apr, 2016 @ 11:57am 
Originally posted by Dr.Martex:
I would consider the respawn times to somewhat enhance the experience, If you think about it, Killing somebody when defending wont matter very much as the Attacking force is naturally larger than the defence, were as killing somebody when attacking will help your team significantly, as this map basicly reperesnts a Final Stand by the Red team.

Tl:Dr, On this map, Red is out of time and resources.
oh
photo 19 Apr, 2016 @ 5:49pm 
instant respawn!
ClusterMorph 20 Apr, 2016 @ 4:35pm 
I find game balance to be a little more important in TF2 than realism, in my opinion.
The respawn times definetly need to be tweeked.
Voyager 21 May, 2016 @ 5:59pm 
how do i even play this map
Knusperfrosch 22 May, 2016 @ 1:11am 
Seeing how huge this map is and that RED has a massive height advantage, if they had the same respawn times but BLU has to run across a lot of terrain each time they respawn while RED is already right inside the castle, it wouldn't work. Tthere has to be a respawn advantage for BLU, seeing as how this is Medieval mode with no teleprters available. Basically BLU has increased running time instead of respawn time. With the difference that they can shoot while they move, but can also get shot before they even reach the battlefield.

It would be even better if this was similar to the Zombie Fortress mode, so that defenders only get a single life while BLU's ranks increase. Only with Medieval mode weapons and classes limited to Huntsman Snipers and Demoknights on both sides (instead of Survivor Engis vs melee-restricted zombie-Medics).
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Showing 1-6 of 6 comments
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