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Cp_ediffice cap/spawntimes
1
#1
5 Frags +

With edifice in the ugc map rotation and lots of strts being made for it. i decided to make the spawn and captimes common knowledge. So here it is...

OFFENSE

Spawn timers:
5 seconds (+5/6), no cap
3 seconds (+5/6), A or B cap
1 second (+5/6), A and B cap
(+5/6 seconds is delay before respawn time on screen appears)

A/B cap times:
x1: 40 seconds
x2: 27 seconds
x3: 22 seconds
x4: 20 seconds
x8: 14 seconds

C cap times:
x1: 18 seconds
x2: 12 seconds
x3: 10 seconds
x4: 9/10 seconds

DEFENSE

Spawn timers:
8-11 seconds (+5/6)
Doesn’t change depending on how many caps

These times maybe slightly off depending on how fast people steped on point. If anyone finds different times tell me below and I'll try to edit it
thanks to Bobloblaw Pivital, Parts, Buddy, Bannana and Train for helping.

With edifice in the ugc map rotation and lots of strts being made for it. i decided to make the spawn and captimes common knowledge. So here it is...

OFFENSE

Spawn timers:
5 seconds (+5/6), no cap
3 seconds (+5/6), A or B cap
1 second (+5/6), A and B cap
(+5/6 seconds is delay before respawn time on screen appears)

A/B cap times:
x1: 40 seconds
x2: 27 seconds
x3: 22 seconds
x4: 20 seconds
x8: 14 seconds

C cap times:
x1: 18 seconds
x2: 12 seconds
x3: 10 seconds
x4: 9/10 seconds

DEFENSE

Spawn timers:
8-11 seconds (+5/6)
Doesn’t change depending on how many caps

These times maybe slightly off depending on how fast people steped on point. If anyone finds different times tell me below and I'll try to edit it
thanks to Bobloblaw Pivital, Parts, Buddy, Bannana and Train for helping.
2
#2
2 Frags +

WHAT ABOUT ME I HELPED

this is cat

WHAT ABOUT ME I HELPED

this is cat
3
#3
cp_sunshine, cp_cardinal
3 Frags +

Thanks for going about and writing this up, it'll surely be helpful for me and many others.
After this UGC season, however, I'll be releasing rc1 of Edifice and will be editing the map. Depending on feedback, I may or may not edit the spawn times/cap times. If I do, I'll post what I changed here so you can know about it and change it when needed.

If anyone thinks and of these should be changed, don't be afraid to post here with your opinions. The most likely thing to change will be C cap time, I think ~10 seconds with 4 people on it might be a little much, as it will occasionally allow a full RED respawn wave before the cap is ¾ of the way completed, if the scouts go down and there is 1 or 2 times cap rate on the cap. Who knows, though, because I'll still need to see if this is a negative thing or not.

Thanks for analyzing this!

Thanks for going about and writing this up, it'll surely be helpful for me and many others.
After this UGC season, however, I'll be releasing rc1 of Edifice and will be editing the map. Depending on feedback, I may or may not edit the spawn times/cap times. If I do, I'll post what I changed here so you can know about it and change it when needed.

If anyone thinks and of these should be changed, don't be afraid to post here with your opinions. The most likely thing to change will be C cap time, I think ~10 seconds with 4 people on it might be a little much, as it will occasionally allow a full RED respawn wave before the cap is ¾ of the way completed, if the scouts go down and there is 1 or 2 times cap rate on the cap. Who knows, though, because I'll still need to see if this is a negative thing or not.

Thanks for analyzing this!
4
#4
1 Frags +

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5
#5
1 Frags +

IIRC control points stack indefinitely.

IIRC control points stack indefinitely.
6
#6
1 Frags +
panzerkampfwagenWait, you can stack A/B to x8? damn, this would've come in handy last night when we played our match..

Yep, but keep in mind the multiplier is not a linear thing. x2 on the point doesn't necessarily mean it caps in half the time. It just means it has the worth of two players. x8 is like 8 players on the point, but there are huge diminishing returns.

[quote=panzerkampfwagen]Wait, you can stack A/B to x8? damn, this would've come in handy last night when we played our match..[/quote]
Yep, but keep in mind the multiplier is not a linear thing. x2 on the point doesn't necessarily mean it caps in half the time. It just means it has the worth of two players. x8 is like 8 players on the point, but there are huge diminishing returns.
7
#7
0 Frags +
Phi I'll be releasing rc1 of Edifice and will be editing the map.

Edit: basically what you said about the C respawns being to long. ;/

Glad you're makin an rc1 of this map. I think tf2 needs more maps like this that stray away from the cookie cutter 5cp push with uber/picks. My team really enjoyed making strats on this map and finding all the little secrets of this map. One thing I would like to see would perhaps be faster respawn wave/times on defending C or when B is being capped or is capped. To cap B its best if you wipe the entire team or kill most of them. If you send some people up to pressure C its very difficult to defend with only some of your team up. If you manage to wipe the defense on B then its very easy to get C immediately afterwards. However giving that you wiped the other team it might be good to give C slow respawn wave/time. not exactly sure how that would work.....

[quote=Phi] I'll be releasing rc1 of Edifice and will be editing the map.[/quote]

Edit: basically what you said about the C respawns being to long. ;/

Glad you're makin an rc1 of this map. I think tf2 needs more maps like this that stray away from the cookie cutter 5cp push with uber/picks. My team really enjoyed making strats on this map and finding all the little secrets of this map. One thing I would like to see would perhaps be faster respawn wave/times on defending C or when B is being capped or is capped. To cap B its best if you wipe the entire team or kill most of them. If you send some people up to pressure C its very difficult to defend with only some of your team up. If you manage to wipe the defense on B then its very easy to get C immediately afterwards. However giving that you wiped the other team it might be good to give C slow respawn wave/time. not exactly sure how that would work.....
8
#8
-1 Frags +
wareyaIIRC control points stack indefinitely.

incorrect.
Most of them are set up so that after a certain point, you lose "effective" time. like <1 second time lost, or over x5 on steel E.

[quote=wareya]IIRC control points stack indefinitely.[/quote]
incorrect.
Most of them are set up so that after a certain point, you lose "effective" time. like <1 second time lost, or over x5 on steel E.
9
#9
0 Frags +

http://wiki.teamfortress.com/wiki/Control_point_timing
If you don't understand what the page is saying and don't want to memorize the table, then know that x2 on the cap is 1+(1/2) times the default rate, x3 is 1+(1/2)+(1/3) times the default, and so on.
This means that each player will always add to the capture rate, but they will always contribute less than the previous person.

http://wiki.teamfortress.com/wiki/Control_point_timing
If you don't understand what the page is saying and don't want to memorize the table, then know that x2 on the cap is 1+(1/2) times the default rate, x3 is 1+(1/2)+(1/3) times the default, and so on.
This means that each player will always add to the capture rate, but they will always contribute less than the previous person.
10
#10
0 Frags +
DrPloxowareyaIIRC control points stack indefinitely.incorrect.
Most of them are set up so that after a certain point, you lose "effective" time. like <1 second time lost, or over x5 on steel E.

Having diminishing returns has nothing to do with whether or not stacking forever does in fact have returns.

[quote=DrPloxo][quote=wareya]IIRC control points stack indefinitely.[/quote]
incorrect.
Most of them are set up so that after a certain point, you lose "effective" time. like <1 second time lost, or over x5 on steel E.[/quote]
Having diminishing returns has nothing to do with whether or not stacking forever does in fact have returns.
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