these are the rules for gamebattles matches. please read through carefully!
1.The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified
otherwise in the match details, these default rules will be followed.
Conquest
◦Please use all default settings
◦Hardcore Mode: Challenge Option
◦**All explosives are legal
Maps
◦Conquest – Panama Canal
◦Conquest – Atacama Desert
◦Conquest – Arica Harbor
◦Conquest – White Pass
◦Conquest – Laguna Presa
◦Conquest – Laguna Alta
Scoring
◦**One Game consists of a single round in which one team gets the opposing team's tickets down to zero. One this is completed, the team still left with tickets wins the map.
◦**NOTE - This is a single round gametype.
Rush
◦Please use all default settings
◦Hardcore Mode: Challenge Option
◦**All explosives are legal
Maps
◦Rush – Valparaíso
◦Rush – Isla Inocentes
◦Rush – Arica Harbor
◦Rush – Laguna Presa
◦Rush – Port Valdez
◦Rush – Nelson Bay
Scoring
◦One Game consists of each Team playing 1 Round on Offense and 1 Round on Defense.
◦The team that destroys the most bomb sites while on offense wins the map.
◦If there is a tie, both Teams will continue onto the next map and game mode until a winner is determined.
Gameplay Rules
◦Stalling is not allowed. Stalling is the act of hiding in a base on the Attacking team to draw the Game out longer than intended. If a team does not show action on the Attacking side for more than 120 seconds, they will be Disqualified. Video evidence is necessary.
◦Purposely killing a teammate to revive him in order to gain additional tickets is illegal. Any Teams caught doing this will be disqualified.
◦**Crates must be armed and destroyed. Blowing up a bomb site or collapsing a building on top of the crate will result in the opposing team adding one point to their score. (Example - If the score is 1-1 and the team blows up the crate, the score will automatically go up to 2-1 in favor of the team that was defending the bomb site.)
◦**Any team caught sabotaging the opposing team by damaging their own crate (intentionally) will forfiet the entire match.
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Matches
1.All matches must be played in their entirety unless both teams agree to postpone or cancel the match. A Standard Ladder Match will be played best of 3 maps (first to 2).
2.Randomized maps MUST be used. Verbal agreements will not receive staff support via Referees or Support Tickets.
3.The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the lower ranked team will host the final map.
4.A "Lag Test" must be completed prior to starting the match. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.
5.Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.
6.If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
7.If the host disconnects after the map has started, the host's team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
8.If a player disconnects after the game has started, the game will continue and a player may be re-invited. The re-invited player may be the player that dropped or a new eligible player. The only exception to this rule is for a "Kill Dependent Game Mode". Please see the rule below.
9.A "Kill Dependent Game Mode," often referred to as Deathmatch, Sharpshooter or Slayer, is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.
10.If a team loses players during a map, they can find eligible substitutes prior to beginning the next map. For a “Kill Dependent Game Mode”, a team can never play shorthanded. Teams are allowed a 5 minute grace period to find eligible substitutes between maps. Please follow the steps in rule number 6 if the match is delayed longer than 5 minutes between maps.
11.A team can start a map shorthanded unless it is for a "Kill Dependent Game Mode"(for a description of what a "Kill Dependent Game Mode" is, please see above). You can only be shorthanded by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.