Valve has optimized the respawn times to provide an optimum balance for each team. When a team is winning, their respawn times are reduced so that they have an advantage. When a team is losing, their respawn time is increased so they have a disadvantage. This provides for games that end, and do not go into stalemate/overtime all the time. "Balance" doesn't mean that each team should have the same exact advantages/disadvantages that the other team has. It means that if a team is winning, they should be able to finish winning. The reason the payload maps are becoming so unbalanced toward RED now, is because of the respawn times. If the BLU team is constantly pushing the cart, they get 2 or 3 second respawns, which helps them continue pushing the cart. Right now, they get NO reward for playing well. Similarly, both teams get no DISadvantage for playing poorly; they always respawn in the same time intervals.The game was also balanced this way so teams could have a chance to get to the front lines. As it is now, if RED is doing a good job defending, their respawn time does not get lower, so they have a really tough time continuing their defense, whlie the BLU team is not penalized for not doing a good job, and is able to overtake the map because their respawn is 5 seconds shorter than the team that is doing better.I have the same issue with this that I have with every item in the "Should we put this on the server" thread. If we want to have a fun server with instant respawn and 500 stickies per demo, 800 sentries per Engineer and 10 second ubercharge charging with 50 second ubers let's install another TF2 server. tl;dr: Put the respawn times back to the way Valve optimized them.
I voted yes, and I find the choice of three options confusing.Should we put the respawn times back to the way they were?YesNoLeave them the way they arehuh?I hope my vote counted that I like vanilla spawn times, and not quick respawn.
Yeah it was a bit confusing. I was tired and rushed to get it up before I layed down to watch a movie.