<!--quoteo(post=1703188:date=Mar 21 2009, 06:19 PM:name=marks)--><div class='quotetop'>QUOTE(marks @ Mar 21 2009, 06:19 PM) <a href="index.php?act=findpost&pid=1703188"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All that stuff is easy ¬_¬ respawn times are (unless they've changed it in QL) the same for everything. It was unreal where you had every item with a different respawn timer, half of which were like 27 seconds or something equally nonsensical.<!--QuoteEnd--></div><!--QuoteEEnd--> It's 25 for most, 35 for red armor and quad damage right now AFAIK. It's more challenge to learn how to execute the routes and map control than how the stuff is located or replenishing.
I think the matchmaking system has been working quite well.
Sure it's tough to get right, but they've at least gotten ballpark values. So, when you join a server, you're not going to go 100-0 or 2-100. I find it's doing quite well.
Granted, the matchmaking is much easier in something like Quake where it's much more pure frags = win. NS it would be horrendously complex.
Comments
It's 25 for most, 35 for red armor and quad damage right now AFAIK. It's more challenge to learn how to execute the routes and map control than how the stuff is located or replenishing.
Sure it's tough to get right, but they've at least gotten ballpark values. So, when you join a server, you're not going to go 100-0 or 2-100. I find it's doing quite well.
Granted, the matchmaking is much easier in something like Quake where it's much more pure frags = win. NS it would be horrendously complex.