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Tip Title Tip Category
Timing Math Timing
Author
concrete
Description

This is just intended to give you a quick cheat sheet about timings, as well and then explain them.

QUICK RUNDOWN:
  • 50 armor, health, weapons, etc: you can subtract 27.5 from the seconds or you can estimate by using 30 and just get there early.
  • 100 armor, keg: you simply add +5 to the seconds counter, and wait for that to roll around again
  • amp: you subtract 22 (or 20 for simplicity) from the seconds when it's taken, then wait for it to roll around twice more
    • OR if you miss the pick up time, listen for the last pulse sound of it wearing off, and add 8 (or 10 for easier math) to the seconds counter, and wait for that to come around next time.

EXPLANATIONS:

As mentioned in the other tips post, all pickups are essentially spawned in multiples of 27.5 seconds, so by now you should realize that the 50 armor, health, vials, weapons, and adren pill will spawn every 27.5 secs, while 100/keg spawn every 55 secs, and amps spawns every 82.5 seconds. But this isn't exactly easy mental math while you're being bombarded... so here's some simple tips:

The first thing to remember is that while it's often useful to know the exact moment something will spawn, it's not always 100% necessary. Thus, you can often approximate the numbers to make remembering them easier. As long as you get there a little ahead of time you can always fight off the opponent and just grab the pickup once it spawns.

For things like the 50 armor and weapons, subtracting 30 seconds from the clock once it's taken will give you a reasonable idea of when it will be back. You're not often going to need to hop on a weapon or health pack (or even the 50 armor) the exact instant it comes up, so if you approximate and just get there early it can simplify things.

For timing the 100 armor and keg, all you have to do is look at the seconds on the clock when they're taken, and add 5, and then next time that rolls around they'll spawn. For example, if the 100 armor is taken at the 13:28 mark, you will know that at 12:33 it will be back up. You simply look at the 28, add 5, and watch for that number next time.

The amp provides the most important challenge for timing, because of the length between spawns as well as a more complicated number to subtract. The most precise way to time the amp is to listen for when it's picked up, and subtract 22 seconds from that time on the clock. The trick here is that it won't respawn the NEXT time that number appears, but the time after. This shouldn't be too tough to remember, because your team will likely still either be running from the amper, or trying to make use of it in an attack yourselves. Some people just subtract 20 because it's a little easier to do on the fly. Another trick with the amp is that it lasts a set amount of time, so if you hear it run out you can calculate its next spawn even if you didn't catch when it was taken. Here's an example:

If the amp is taken at 16:47, you've got 2 options. You can subtract 22 from the seconds, giving you 25, and wait for it to show up twice again. This will give you 15:25 as the next spawn time. You can also wait until you hear the last pulse of the amp dying. In this case it would be at approximately 16:17. You can then add 8 to the seconds area (some people approximate by adding 10 since it's easier to calculate) to get 25. This also gives you 15:25 for the next amp spawn time.

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