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On the flip side, spawn times that vary from 11 to 30 seconds is just absurd (highest I've hit is 33 seconds) :angry:
It's still a whole lot shorter than Counter-Strike, where you must wait until the end of the round, and CS is one of the most successful online FPSs ever. So having played a lot of CS, I don't mind TF2's default respawn times. I think it makes death more significant and gives a greater reward to a team that succesfully eliminates most of the other team; they get time to act. Otherwise the game would be monotonous, like UT. Defenses would be much harder to breach.

In insta-repawn servers you can observe that. On Goldrush, the blue team will much less likely to succeed.

It's still a whole lot shorter than Counter-Strike, where you must wait until the end of the round, and CS is one of the most successful online FPSs ever. So having played a lot of CS, I don't mind TF2's default respawn times. I think it makes death more significant and gives a greater reward to a team that succesfully eliminates most of the other team; they get time to act. Otherwise the game would be monotonous, like UT. Defenses would be much harder to breach.

In insta-repawn servers you can observe that. On Goldrush, the blue team will much less likely to succeed.

But TF2 and CS:S are two very different types of games. Each round of CS:S is like a sudden death round, while TF2 would utterly suck with no respawning, not with the objectives the game has laid out. Plus there are respawning health and ammo packs, so comparing the two, even in regards to respawn time, is a moot point. You get used to respawning every 5-12 seconds, not 20-30.

And about "they get time to act", as I pointed out, and this happened several times last night, you don't get the chance to react because of the blindsided increase in respawn time that happens almost at the worst time.

It's still a whole lot shorter than Counter-Strike, where you must wait until the end of the round, and CS is one of the most successful online FPSs ever. So having played a lot of CS, I don't mind TF2's default respawn times. I think it makes death more significant and gives a greater reward to a team that succesfully eliminates most of the other team; they get time to act. Otherwise the game would be monotonous, like UT. Defenses would be much harder to breach.

In insta-repawn servers you can observe that. On Goldrush, the blue team will much less likely to succeed.

You also can't compare the game to UT. It's a much different, much faster paced(and much more difficult to really master) game. It doesn't have respawn times because it wouldn't work in most of the game types. In a game like that it would end up becoming "monotonous", as you put it, if it had respawn times. And due to how the speed of the game is those would do the exact opposite. Make it really hard to defend in team gametypes.

But TF2 and CS:S are two very different types of games. Each round of CS:S is like a sudden death round, while TF2 would utterly suck with no respawning, not with the objectives the game has laid out. Plus there are respawning health and ammo packs, so comparing the two, even in regards to respawn time, is a moot point. You get used to respawning every 5-12 seconds, not 20-30.
Seems like you shouldn't get too "used" to respawning every 5-12 seconds, since your respawn time depends on how much time there is left until the next wave, and time between waves depends on a variety of factors too. There is no fixed individual respawn time in TF2. You seem to be saying "20-30 sec respawn times suck because I don't expect them", well, the matter of fact is, the way TF2 is designed, you should expect them from time to time, especially playing on defense. The attacking team gets more frequent respawn waves.

I brought out CS as an example to show that fun, successful gameplay can include much longer respawn times than those found in TF2. Of course, if TF2 was always sudden death, I would go back to CS because that's what it does best.

And about "they get time to act", as I pointed out, and this happened several times last night, you don't get the chance to react because of the blindsided increase in respawn time that happens almost at the worst time.
That's the inevitable corollary of giving a team a reward; the other team is suddenly at a disadvantage. But more balanced gameplay wouldn't be necessarily more fun. If you go through the developper commentary, I think in the Hydro map, they explain that they experimented with constant individual respawn times and it led to static positions and monotonous gameplay. The wave system was designed to make the gameplay less predictable, more dynamic and above all, make people act in teams (because they spawn together).
You also can't compare the game to UT. It's a much different, much faster paced(and much more difficult to really master) game. It doesn't have respawn times because it wouldn't work in most of the game types. In a game like that it would end up becoming "monotonous", as you put it, if it had respawn times. And due to how the speed of the game is those would do the exact opposite. Make it really hard to defend in team gametypes.

Depends really, mastering the game on a public is much easier than mastering it for 6v6 competitive play. Public 20+ slot servers are mainly just spam fests imo.

At the end, we all died :( (Most likely because they had like 6 sentries waiting for us.

:rofl:

If there were no class limits on large pub servers, imagine how nasty things would be with 5+ sentries, 5 snipers, and the rest pyros. :p

I just own with the Sniper now. Man, I love going against other Snipers and owning them. Gotta love it when the enemy team complains of how good of a Sniper you are by saying "Ohh.. it isn't hard to aim and shoot". I always reply with "Well, if it isn't so hard... why do you keep dying?". :rofl:

Depends really, mastering the game on a public is much easier than mastering it for 6v6 competitive play. Public 20+ slot servers are mainly just spam fests imo.

Maybe so. But the vast majority don't do the competitive ladders and junk. Which i don't blame them for. Dealing with the people on ladders like TWL and similar is nothing but a headache, i know(being a former ut2k4 ladder player).

I just own with the Sniper now. Man, I love going against other Snipers and owning them. Gotta love it when the enemy team complains of how good of a Sniper you are by saying "Ohh.. it isn't hard to aim and shoot". I always reply with "Well, if it isn't so hard... why do you keep dying?". :rofl:

As one who's most played class is sniper i have to say.. They do have a point. Most of the classes are slow so it is indeed rather easy to aim and shoot. Even quick zoom and flick-to headshots are rather easy in tf2. And imo sniper vs sniper comes down to luck with the sometimes sketchy hit detection in the source engine.

Most snipers just care about killing other snipers, so it's kind of a waste for both teams. I'm not talking about very good snipers which are incredibly annoying and that I personally deal with by playing a round or two of Scout. They usually switch class after getting owned two or three times.

Meh. It's so annoying. I beat 5 of my previous bests in one life, and my profile stats completely disregard it. Yet it remembers the achievements i also attained in that same life. Why is it so pick and choosy on what it'll take and what it wont..?

Yeah, I used to hate snipers with a fiery passion. Not anymore though, if they start capping me too many times I keep assaulting them by stickying the 2fort battlements, or sticky jumping up there and blowing snipers away. There are many times where I screw up the sticky jump or the snipers quickly retreat to the small spawn door or behind a sentry covering the hayroom spawn door.

If I have to snipe, it's to get back at someone who keeps sniping at me. :shiftyninja:

*glares seven posts up*

Noticed a new Steam Client Beta on the Steam forums, changelog may be of interest to some.

- Added more download regions for Australia

- Fixed several update news links for games going to the wrong page

- Added more information to the game launch display when first-time install steps are being ran

- Several Steamworks updates

- Fixed HL2.exe hanging on shutdown

Link

Maybe so. But the vast majority don't do the competitive ladders and junk. Which i don't blame them for. Dealing with the people on ladders like TWL and similar is nothing but a headache, i know(being a former ut2k4 ladder player).

Well the leagues i've been playing in everyone is fine, I enjoy it a lot :) (ETF2L (European TF2 League), Wireplay 6v6 TF2 League and EnemyDown 6v6 Open Ladder)

Just read those forums, and apparently it is not the same hl2exe error you get when you try to exit out of a game on Steam.

Also, I have an issue where when I quit a game in steam, any game, my desktop is like a third of my screen but basically squished down in size. It is still the correct resolution but squished and flushed to the top left. My desktop and the games are both 1680 x 1050, so definitely a weird issue. Anyone else seen this or heard of it?

I will post a screenshot of my desktop if I can next time it happens. Just annoying as I then have to go into Nvidia control panel and choose the same resolution and hit apply, then all of my desktop icons wind up all in a row instead of where I set them up originally (I put My Computer, Docs, etc. to the right since I was a Mac user first, cannot help it LOL)

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