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From the vast "I probably should know this stuff already" department: Some interesting comments
in the messageboards about the weapon respawn times in Q3A teamplay games I
mentioned yesterday, enlightening me on the reasoning behind the respawns in
team games being longer than in free-for-alls. The main concept is map control
where teams end up taking certain portions of the map, only allowing teammates
access to the weapons that spawn in their area, and fighting to take control of
areas held by the other team (of course the last time I clamped down a weapon in
a teamplay game, I was called a camper). It has been pointed out with shorter respawns,
teamplay would tend to be more a team free-for-all, rewarding FFA skills, which tend to emphasize aim over team
tactics. This makes sense, though some
server operators did express some frustration with the inability to change the
spawn times to create their own balance, as apparently the 30 second respawn
time is indeed hard-coded (though one comment seemed to recall that changing the
"weaponrespawn setting AFTER you set the g_gametype setting" will
change the spawn time). Being able to shorten the respawns certainly would help in the situations like MrCoffee
and I were encountering, since I realize an extra factor in our
situation was that we were looking for servers where the player limit was
tweaked a bit high, to maximize the chance we couple play on the same team
(difficult to do when you join a two-on-two). Anyway, though the point is well
taken that that having trouble finding a weapon can be a sign the other team is
doing a good job of map control, as I mentioned, the skimpy default ammo
loads had lots of players on both teams fighting like Muhammad Ali with the
fists, but not with the guns.
Link of the Day: YETI@Home.
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