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The respawn timer

Respawning is the act of being resurrected after a death in your team's spawn room. The initial entry into a game is simply called spawning. While waiting to respawn, there is a black overlay on the top of the screen showing who eliminated you and how long it will take to respawn.

Respawn time Edit

Respawn time will always take 10 seconds on normal case in every standard game, except:

  • When it is overtime, in this case the respawn time will be extended to 12 seconds.
  • When attackers outnumber defenders on a objective on Assault, Escort and Assault/Escort maps, there will be a respawn delay for the defenders. If the point hasn’t been captured and the defense team hasn’t regained the advantage after 15 seconds, the defender respawn timer will slowly begin to increase until it hits a maximum value at 75 seconds.

Kill camEdit

After dying, players will be shown their death from the perspective of the enemy that killed them. This replay will last as long as the respawn itself, with the finishing blow at 8 seconds in.

The kill cam will act differently if a player was killed by something other than an enemy player:

  • If killed by self-inflicted damage or falling off a cliff, the killcam will replay the death from the player's perspective.
  • If killed by a turret, the camera will be anchored on the turret from a third-person perspective, but pointed towards the player.
  • If killed by Hanzo's Dragonstrike, the camera will be anchored on the player from a third-person perspective, but pointed towards Hanzo.

The kill cam can be skipped or turned off completely in the Game Options. Without the kill cam, the player will simply spectate their teammates until they respawn.

Spawn roomsEdit

Each team has a spawn room in which they will spawn and respawn. Players in a spawn room cannot be damaged, and will heal 100 health per second. Spawn rooms are also the only locations in which players may change their hero. Players cannot enter a spawn room that does not belong to their team.

Spawn rooms typically have a small buffer area around them in which players cannot heal or change hero, but that the enemy team still cannot enter. The division is marked with translucent yellow borders around the doorways.

On Assault, Escort, and Assault/Escort maps, when the attacking team captures a point or checkpoint, they will be given a new spawn room closer to the point/checkpoint they acquired. The defending team will be given a new spawn room near the next point or checkpoint. While the attacking team may still use their previous spawn rooms for healing and hero swapping, the defending team's previous spawn rooms become standard rooms that the attackers may enter.

On Control maps, the spawn room always in a fixed location, and the spawn rooms of three of those maps are the MV-261 Orca aircrafts. On redesigned Control maps for Arena and Capture the Flag, the MV-261 Orca aircrafts are replaced by a big spawn room which consists of a big hall room and 2 exits.

Patch changesEdit

  • Overwatchemblem black July 27, 2017 Patch: Adjusted the respawn timing to limit defensive stalling strategies when the offensive team has a clear advantage and plays aggressively.
  • Overwatchemblem black February 28, 2017 Patch: When attackers outnumber defenders while taking a control point on Assault, Escort and Assault/Escort maps, the defenders’ respawn time will slowly increase until it hits a maximum value or the defense manages to gain the upper hand.
  • Overwatchemblem black August 9, 2016 Patch: Respawn time for defenders has been standardized to 10 seconds on all maps
  • Overwatchemblem black July 19, 2016 Patch: Players now respawn more slowly during Overtime (increased spawn time by 2 seconds)

See alsoEdit