Ghosts Rules & Regulations Cha...

Ghosts Rules & Regulations Changes [v1.2]

Ghosts Rules & Regulations Changes [v1.2]

Thread started by Lordv2 on Wednesday, 6:52pm January 1st with 24 replies. Views: 1,749

Lordv2

9,657 posts

6:52pm Jan 1st 14 and edited 5:38pm Jan 2nd 14

http://files.cybergamer.com.au/xbox/Ghosts/Thread%20Stuff/Ghosts_Default_Header.png
Hello friends,

Just a friendly update on some changes we've made to the rules and guidelines of all the gametypes for Ghosts. This is applicable to both consoles and is in effect as of now.



[SPOILER="TEAM NAMES"]

2.4 Team names

2.4.1 Team names should not contain any form of profanity, racism, sexism and or derogatory remarks of any sort.

Quote from Previous Rules

2.4 Team names

2.4.1 Team names should not contain any form of profanity, racism, sexism and or derogatory remarks of any sort. This also includes any personal remarks that are slanderous.

Quote from New Rules
[/SPOILER]


[SPOILER="PLAYER INELIGIBILITY"]

N/A

Quote from Previous Rules

2.7 Player Ineligibility

2.7.1 Any player in the roster before a challenge is made is eligible. This is only the case for full members and not invited players.

2.7.2 Any player invited to a roster before a challenge is made is only eligible if the invite is accepted before the challenge is.

2.7.3 Any player who joins the roster after the challenge is ineligible. If a player was invited before the challenge but accepts after the challenge is accepted they too are consider ineligible.

2.7.4 Ineligibility can occur due to; banned, joining after challenge (clarified in above points), no GT or wrong GT entered, silver membership.

2.7.5 If a player is ineligible as a result of an invalid GT, joining after challenge or silver membership they can play with the permission of the opposing team. There must be evidence of an agreement between both teams in the match chat if this occurs.

2.7.6 If ineligible players are used during a match without permission, the match will be forfeited.

Quote from New Rules
[/SPOILER]


[SPOILER="CONNECTION ISSUES & SUBSTITUTES"]

4.2 Connection Issues

4.2.1 A connection issue can be described as; excessive lag, connectivity issues, or player lagouts/blackscreening. If this occurs, to notify the host that there is a problem begin team killing. Only do so when appropriate as explained below.

4.2.2 5v5 S&D: The match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue.

4.2.3 4v4 S&D: Search and Destroy matches are only able to be ended due to excessive lag, connectivity issues, or player lagouts/blackscreening before the first kill of the first round. After this time players must play out the match as is. Search and Destroy matches cannot be ended in between rounds to accommodate to lag/connectivity issues due to Killstreaks resetting if the game is ended.

4.2.4 4v4 BLITZ: In Blitz, if a player lags out after the 1 minute point, or the 1st Portal Capture, it is up to the player to re-join/their team to invite the lagged out player back in. You cannot end the game at half time, or any other point, do accommodate lagged out players or players experiencing connection issues. This rule is in place due to Killstreaks resetting if the game is ended.

4.2.5 4v4 DOM: In Domination, no match is to be ended after the 1 minute mark or one team has reached 15 points. If a player lags out it is up to the player to re-join/their team to invite the lagged out player back in.

4.2.6 If a CoD admin is present in the match or available live via a suitable communication, they have the right to make any ruling that may differ to the ruleset above at their discretion.

Quote from Previous Rules

4.2 Connection Issues and Substitutes

4.2.1 A connection issue can be described as; excessive lag, connectivity issues, or player lagouts/blackscreening. If this occurs, to notify the host that there is a problem begin team killing. Only do so when appropriate as explained below.

4.2.2 5v5 S&D: The match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue.

4.2.3 4v4, Doubles, eSniping & 3v3 S&D: The match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue.

4.2.4 4v4 BLITZ: In Blitz, if a player lags out after the 1 minute point, or the 1st Portal Capture, it is up to the player to re-join/their team to invite the lagged out player back in. You cannot end the game at half time, or any other point, do accommodate lagged out players or players experiencing connection issues. This rule is in place due to Killstreaks resetting if the game is ended.

4.2.5 4v4 DOM: In Domination, no match is to be ended after the 1 minute mark or one team has reached 15 points. If a player lags out it is up to the player to re-join/their team to invite the lagged out player back in.

4.2.6 During a game, teams often wish to substitute players in and out. This can only be done during half-time breaks in the pre-game lobby, e.g. Half time of the match, or the half-time mark between Overtime rounds. As always, the player substituted in or out must be eligible in the team's roster. This rule applies across all ladders, though is generalized above in reference to S&D.

4.2.7 If a team begins a match with only four players, an eligible fifth can join in on the game at any time without having to wait for half-time breaks. This is not considered a substitution as this 5th player is not taking the place of any other player. Again, a 5th - who is eligible - can join the game at any stage provided their team began with 4.

4.2.6 If a CoD admin is present in the match or available live via a suitable communication, they have the right to make any ruling that may differ to the ruleset above at their discretion.

Quote from New Rules
[/SPOILER]


[SPOILER="TEAM SIZE"]

2.1 Team Size

2.1.1 5v5 S&D: The team has to consist a minimum of 5 players and a maximum of 10 players.

2.1.2 4v4 CGo: The team has to consist a minimum of 4 players and a maximum of 8 players.

2.1.3 4v4 ODCs: The team has to consist a minimum of 4 players and a maximum of 6 players.

Quote from Previous Rules

2.1 Team Size

2.1.1 5v5 S&D: The team has to consist a minimum of 5 players and a maximum of 10 players.

2.1.2 4v4 & eSniping CGo: The team has to consist a minimum of 4 players with a maximum of 8 players.

2.1.3 4v4 & eSniping ODCs: The team has to consist a minimum of 4 players with a maximum of 6 players.

2.1.4 3v3 S&D CGo: The team has to consist a minimum of 3 players with a maximum of 6 players.

2.1.5 3v3 S&D ODCs: The team has to consist a minimum of 3 players with a maximum of 5 players.

Quote from New Rules
[/SPOILER]


[SPOILER="OVERTIME"]

4.1.3 In the event of a 12-12 round tie at the conclusion of the match, a 6 round tie-breaker occurs. Start the game with the following settings changed.
Score limit: 24 Rounds
Round switch: Never (or Every 3 rounds)

After the first 3 rounds of the tie-breaker are played, the host should end the game and teams should swap sides to play the second half of 3 more rounds. Alternatively, you can set the Round Switch to Every 3 Rounds so you do not need to end the game. A team must win 4 or more rounds in order to win the tie-breaker and effectively the match i.e. 4-2, 5-1, 6-0 are winning scores in the tie-breaker. If the score is still tied up at 3 rounds each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined.

Quote from Previous Rules

4.6 Overtime

4.6.1 5v5 S&D: In the event of a 12-12 round tie at the conclusion of the match, a 6 round tie-breaker occurs. Start the game with the following settings changed.
Score limit: 24 Rounds
Round switch: Never (or Every 3 rounds)

After the first 3 rounds of the tie-breaker are played, the host should end the game and teams should swap sides to play the second half of 3 more rounds. Alternatively, you can set the Round Switch to Every 3 Rounds so you do not need to end the game. A team must win 4 or more rounds in order to win the tie-breaker and effectively the match i.e. 4-2, 5-1, 6-0 are winning scores in the tie-breaker. If the score is still tied up at 3 rounds each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined.

4.6.2 4v4 BLITZ: Once both sides of map has been played and the results ends in a tie between the two teams. The map must be replayed.

4.6.3 4v4 DOM: Once both sides of map has been played and the results ends in a tie between the two teams. The map must be replayed.

Quote from New Rules
[/SPOILER]


[SPOILER="REFEREES"]

3.2 Referees

3.2.1 Referees are expected to try and ref as much of the matches possible.

3.2.2 All referees are to be invited into the lobby with the host and ensure that all Gamertags are correctly entered, rule set is right and ensure that all rules and regulations are followed.

Quote from Previous Rules

3.2 Referees

3.2.1 CyberGamer will endeavour to assign a referee to all matches. Matches without a referee assigned, will have match chat monitored for abuse and unsportsmanlike behaviour.

3.2.2 Teams can only dispute having a referee, with a valid reason. If the referee is removed, another referee will be assigned.

3.2.3 The referee must remain in game chat. The referee will remain available to both teams and must not join any party during the match. They may join a participating teams party chat, but not for longer than is required.

3.2.4 All referees are to be invited into the lobby with the host and ensure that all Gamertags are correctly entered, rule set is right and ensure that all rules and regulations are followed.

Quote from New Rules
[/SPOILER]


[SPOILER="PARTY CHAT"]

4.1.4 Party Chat along with any form of third party means of communication (Skype, Ventrilo etc) is allowed in Search and Destroy matches but it is not mandatory.

Quote from Previous Rules

4.1.4 Party Chat along with any form of third party means of communication (Skype, Ventrilo etc) is allowed in Xbox Call of Duty: Ghosts matches, but it is not mandatory.

Quote from New Rules
[/SPOILER]


[SPOILER="COMMITMENTS"]

1.3.1 By competing on the CGo 5v5 SND ladder participants acknowledge without limitation to comply with the rules and regulations of the ladder that are set by the admins at any period of the season(s) and especially with the decisions made by the admins.

Quote from Previous Rules

1.3.1 By competing on this CyberGamer ladder, participants acknowledge without limitation to comply with the rules and regulations of the ladder that are set by the admins at any period of the season(s) and especially with the decisions made by the admins.

Quote from New Rules
[/SPOILER]


[SPOILER="CHEATING"]

5.1.3 If a player is caught cheating in a match their team will face ramifications. In 5v5 S&D they will forfeit the affected rounds, in 4v4 they will forfeit a map/gametype, in TDM they will forfeit a map, in 1v1 they will forfeit a map, in Doubles they will forfeit a map. Furthermore, the individual will face bans if caught cheating.

Quote from Previous Rules

If a player is caught cheating in a match their team will face ramifications. In 5v5 S&D they will forfeit the affected rounds. In 1v1, Doubles, 3v3, eSniping & 4v4 they will forfeit a map. Furthermore, the individual will face bans if caught cheating.

Quote from New Rules
[/SPOILER]


[SPOILER="ESNIPING & KNIFING"]

N/A

Quote from Previous Rules

4.7 eSniping & Knifing

4.7.1: Search and Destroy: If a knife is used at any time, the player must spawn out for the following round or be team killed. If the player continues to play the map will be forfeited. If the knife took place in the final round, that round and the match will be forfeited.

4.7.1: Blitz: If a knife is used at any time, the offending team will have 3 Portal Caps removed from the final score. This will happen for every knife, accumulatively.

4.7.1: Domination: If a knife is used at any time, the offending team will have 15 points removed from the final score. This will happen for every knife, accumulatively.

Quote from New Rules
[/SPOILER]


[spoiler=[FONT=Tahoma]Rules & Regulations v1.2[/FONT]]
[FONT=tahoma]1. General[/FONT]


[FONT=tahoma]1.1 Participants & Teams[/FONT]
Anybody and everybody is welcome to register and play as long as you're registered on the Cybergamer website and have a valid account that is free of misconduct.

[FONT=tahoma]1.2 Administration[/FONT]

    1.2.1 The admin team can be found here. You can contact any of these people via the support system or PM. [FONT=tahoma]1.2.2 The Anti-Cheat policy can be found here.[/FONT] 1.2.3 An admin is allowed to ignore or overrule any of the following rules in order to make the competition as fair as possible, instances of ignoring or overruling do not set a precedent for other similar circumstances.


[FONT=tahoma]1.3 Commitments[/FONT]

    1.3.1 By competing on this CyberGamer ladder, participants acknowledge without limitation to comply with the rules and regulations of the ladder that are set by the admins at any period of the season(s) and especially with the decisions made by the admins. 1.3.2 Every participant acknowledges the right for admins to modify the rules and regulations for adjustments at any time without notice for complete fairness and stability of the ladder. 1.3.3 Every participant has to show the needed respect towards other participants and referees. Insults and unfair or disrespectful behaviour towards admins and other participants are not tolerated and will be punished. 1.3.4 Every participant must have their Gamertags(s) displayed on their CyberGamer Profiles and update them when and if necessary. If you fail to comply by this and play with a Gamertag that is not registered you may face punishment and stripped from the competition. 1.3.5 Every match must have and keep game recording on for dispute purposes and instances of where the Anti-Cheat team may have to investigate. Failure to do so may be seen as you have something to hide or an instance of match fixing.


[FONT=tahoma]1.4 Communication[/FONT]

    1.4.1 The primary communication between admins and players; players and players is the CyberGamer website. Admins should primarily be contacted via the support system with the Private Message system as a back up. 1.4.2 For arguments sake; skype, xbox and other communication programs are not considered appropriate in regards to match organising. Official discussions regarding matches and otherwise should always take place on the CyberGamer website. 1.4.3 If matches are going to be played earlier than the schedule please contact an admin via the above methods.


[FONT=tahoma]2. Teams & Players[/FONT]


[FONT=tahoma]2.1 Team Size[/FONT]

    2.1.1 5v5 S&D: The team has to consist a minimum of 5 players and a maximum of 10 players. 2.1.2 4v4 & eSniping CGo: The team has to consist a minimum of 4 players and a maximum of 8 players. 2.1.3 4v4 & eSniping ODCs: The team has to consist a minimum of 4 players and a maximum of 6 players. 2.1.4 3v3 S&D CGo: The team has to consist a minimum of 3 players with a maximum of 6 players. 2.1.5 3v3 S&D ODCs: The team has to consist a minimum of 3 players with a maximum of 5 players.


[FONT=tahoma]2.2 Core functionality[/FONT]

    2.2.1 This feature is not a necessity for your team to use, however you may feel free to use it as pleased.


[FONT=tahoma]2.3 In-game names[/FONT]

    2.4.1 Each team member has to have their Gamertag entered onto their CyberGamer profile before the match failure to do so will result in expulsion from the match.


[FONT=tahoma]2.4 Team names[/FONT]

    2.4.1 Team names should not contain any form of profanity, racism, sexism and or derogatory remarks of any sort. This also includes any personal remarks that are slanderous.


[FONT=tahoma]2.5 Team Take-Overs[/FONT]

    2.5.1 Your team must maintain at least 50% of the number of original members (rounding down if need be) from the time they were last involved in a challenge (when it was created) in order for the new members coming in not to be deemed as creating a new team and stealing a ladder rank. For instance, if your team had 9 members in your previous challenge then 5 players leave - the remaining 4 members in the team must be defined as 'original members'. If so and in this instance, the team has maintained 50% of it's original line-up (9/2=4.5 round down 4) so they can continue on the ladder. The 'originals' must remain in that team for at least 2 weeks after the instance is brought to the Administration's attention. A continuing example; If your team maintains 5 members after 4 have already left but only 3 of the remaining members have been in the team for 3 weeks or more, it will be considered a team take-over. As 9/2=4.5 =4 original members (have been in the team for three weeks +) are required - not 3. If your 'new team' meets the requirements they will maintain their rank and carry on in the ladder. If they do not, the team will be moved to the bottom of the ladder so they can earn their way up. An 'original member' is defined as a player who has been in the team at least 3 weeks. This is 3 weeks up until the Administration are made aware of the possible take-over. Many team take-overs will be subject to Administrator discretion as cases will vary a great deal, for example a team doing a hostile take-over (booting a whole team and adding in a new one right away, for instance) are punished by moving the team to the bottom of the ladder. Teams who have a bunch of players quit, join other teams and so forth - with no intention of handing their rank off to another team - will be punished but less severely.


[FONT=tahoma]2.6 Forfeits - Teams Disbanding[/FONT]

    2.6.1 If you challenge a team that doesn't have enough members to play a match legitimately i.e. S&D Ladder you have to have at least 4 to play, but if the team you challenge has 2 or 3... the match will be canceled and you will not be awarded a forfeit win. If you challenge a team that has sufficient numbers at the time of challenging, but later dwindles down to have insufficient numbers we will only allow this as a forfeit win provided the team with insufficient members is not inside the finals bracket ranks. This means ranks 1-24 on S&D and 1-16 on every other Call of Duty: Ghosts ladder. If the team is outside of the finals bracket ranks, the forfeit win will be awarded. If the team is within the finals bracket ranks you will not be awarded the forfeit win but will be granted 48 hours protection status on the ladder for your inconvenience, you will also be returned to your rank that you were when the challenge was created.


    2.6.2 Once teams reach below the required player number to be on the ladder and competing (i.e. 5 on SND, 4 on 4v4) the ladder will automatically note it, and the team will be automatically removed in 1 week if the team numbers to not reach an eligible state.


[FONT=tahoma]2.7 Player Ineligibility[/FONT]

    2.7.1 Any player in the roster before a challenge is made is eligible. This is only the case for full members and not invited players.


    2.7.2 Any player invited to a roster before a challenge is made is only eligible if the invite is accepted before the challenge is.


    2.7.3 Any player who joins the roster after the challenge is ineligible. If a player was invited before the challenge but accepts after the challenge is accepted they too are consider ineligible.


    2.7.4 Ineligibility can occur due to; banned, joining after challenge (clarified in above points), no GT or wrong GT entered, silver membership.


    2.7.5 If a player is ineligible as a result of an invalid GT, joining after challenge or silver membership they can play with the permission of the opposing team. There must be evidence of an agreement between both teams in the match chat if this occurs.


    2.7.6 If ineligible players are used during a match without permission, the match will be forfeited.


[FONT=tahoma]3. Hosting, Reffing & Settings[/FONT]


[FONT=tahoma]3.1 Hosting[/FONT]

    3.1.1 Whichever team has to Attack on the map, should be hosting that half. Therefore, the game should be hosted 50/50. Alternatively, a neutral host can be sought and used for the entire match, provided both teams agree that the host is fine. Also, if there are no objections from either team then the entire match may be hosted by the same team. The defending team may choose which spawn they start with. 3.1.2 Each time a new host is selected a host check must take place. Start the game with alternative settings, such as Free For All and play for 30 seconds or so to make sure the host is not laggy. If there is noticeable lag or the majority of players do not have full green bars then an alternative host should be selected. It is up to the teams involved to have a host check and organise a new host if they are not happy with the current host. Once the game is over its too late to make a dispute. 3.1.3 If there is an official CyberGamer host available to be a neutral it must be used over a self-host to ensure the fairest connection possible within all sets of matches. 3.1.4 You cannot dispute a hosts connection after a match. Any 'hosting' disputes that result after a match has already been carried out will be ignored.


[FONT=tahoma]3.2 Referees[/FONT]

    3.2.1 CyberGamer will endeavour to assign a referee to all matches. Matches without a referee assigned, will have match chat monitored for abuse and unsportsmanlike behaviour. 3.2.2 Teams can only dispute having a referee, with a valid reason. If the referee is removed, another referee will be assigned. 3.2.3 The referee must remain in game chat. The referee will remain available to both teams and must not join any party during the match. They may join a participating teams party chat, but not for longer than is required. 3.2.4 All referees are to be invited into the lobby with the host and ensure that all Gamertags are correctly entered, rule set is right and ensure that all rules and regulations are followed.


[FONT=tahoma]3.3 Spectators[/FONT]

    3.3.1 If your team wishes to have spectators, they must spectate your team only and it must be agreed upon by both teams and captains. If the spectator is apart of your own team, they must spectate only their own team regardless of agreements. 3.3.2 The only spectators permitted to be in a match are Referees, Hosts, Admins, members of the Anti-Cheat Team and Broadcasters.


[FONT=tahoma]4. During the match[/FONT]


[FONT=tahoma]4.1 General[/FONT]

    4.1.1 Teams have 20 minutes from the designated match time to get their players into the lobby. Every 5 minutes a team is late they will forfeit a map and continue to forfeit maps until the series is forfeited or the opposing team decides to show up. 4.1.2 If a player is consistently lagging and is practically unhittable or continues to lag out an admin is to be contacted to determine whether said player may continue the match and or/if a substitute may enter. This can occur where a team is complaining about a player lagging, but he still wants to play he may be removed at admin discretion. 4.1.4 Party Chat along with any form of third party means of communication (Skype, Ventrilo etc) is allowed in Xbox Call of Duty: Ghosts matches, but it is not mandatory. This applies to all matches played on the Cybergamer ladders.


[FONT=tahoma]4.2 Connection Issues and Substitutes[/FONT]

    4.2.1 A connection issue can be described as; excessive lag, connectivity issues, or player lagouts/blackscreening. If this occurs, to notify the host that there is a problem begin team killing. Only do so when appropriate as explained below. 4.2.2 5v5 S&D: The match should be ended after the current round has been completed, if there are no kills then the round should be ended immediately (even if it's 20seconds into the round). The scores should be recorded at this point. The dropped player then has 5 minutes to get back into the lobby. If the original player can not get back into the match a substitute player may enter the match. They must be eligible and rostered in order to play in the match. If neither the dropped player or an eligible substitute is found within 5 minutes the match should continue. 4.2.3 4v4 & 3v3 S&D: Search and Destroy matches are only able to be ended due to excessive lag, connectivity issues, or player lagouts/blackscreening before the first kill of the first round. After this time players must play out the match as is. Search and Destroy matches cannot be ended in between rounds to accommodate to lag/connectivity issues due to Killstreaks resetting if the game is ended. 4.2.4 4v4 BLITZ: In Blitz, if a player lags out after the 1 minute point, or the 1st Portal Capture, it is up to the player to re-join/their team to invite the lagged out player back in. You cannot end the game at half time, or any other point, do accommodate lagged out players or players experiencing connection issues. This rule is in place due to Killstreaks resetting if the game is ended. 4.2.5 4v4 DOM: In Domination, no match is to be ended after the 1 minute mark or one team has reached 15 points. If a player lags out it is up to the player to re-join/their team to invite the lagged out player back in. 4.2.6 During a game, teams often wish to substitute players in and out. This can only be done during half-time breaks in the pre-game lobby, e.g. Half time of the match, or the half-time mark between Overtime rounds. As always, the player substituted in or out must be eligible in the team's roster. This rule applies across all ladders, though is generalized above in reference to S&D. 4.2.7 If a team begins a match with only four players, an eligible fifth can join in on the game at any time without having to wait for half-time breaks. This is not considered a substitution as this 5th player is not taking the place of any other player. Again, a 5th - who is eligible - can join the game at any stage provided their team began with 4. 4.2.8 If a CoD admin is present in the match or available live via a suitable communication, they have the right to make any ruling that may differ to the ruleset above at their discretion.


[FONT=tahoma]4.3 Broadcasting[/FONT]

    4.3.1 Every player and spectator in the match is allowed to provide a video stream which must have a suitable delay. 4.3.2 Players are to not watch or listen to one of these video streams at any time during their match.


[FONT=tahoma]4.4 Glitching[/FONT]

    The following is a short list of the most common glitches which are all illegal, glitches not included in the list are still considered illegal. 4.4.1 FOV / Texture Glitching - If you can see people but they can't see you, or you can shoot people but they can't shoot you.


[FONT=tahoma]4.5 Ending[/FONT]

    4.5.1 A match ends when all rounds/maps are played out. 4.5.2 An admin may at any time stop the game, thereby declaring a team victorious, delaying or rescheduling the game. 4.5.3 Upon ending, scores are to be accurately entered on the CyberGamer match page.


[FONT=tahoma]4.6 Overtime[/FONT]

    4.6.1 In the event of a 12-12 round tie at the conclusion of the match, a 6 round tie-breaker occurs. Start the game with the following settings changed. Score limit: 24 Rounds Round switch: Never (or Every 3 rounds) After the first 3 rounds of the tie-breaker are played, the host should end the game and teams should swap sides to play the second half of 3 more rounds. Alternatively, you can set the Round Switch to Every 3 Rounds so you do not need to end the game. A team must win 4 or more rounds in order to win the tie-breaker and effectively the match i.e. 4-2, 5-1, 6-0 are winning scores in the tie-breaker. If the score is still tied up at 3 rounds each then restart the tie-breaker. Continue playing tie-breakers in this fashion until a winner is determined. 4.6.2 4v4 BLITZ: Once both sides of map has been played and the results ends in a tie between the two teams. The map must be replayed. 4.6.3 4v4 DOM: Once both sides of map has been played and the results ends in a tie between the two teams. The map must be replayed.


[FONT=tahoma]4.7 eSniping & Knifing[/FONT]

    4.7.1: Search and Destroy: If a knife is used at any time, the player must spawn out for the following round or be team killed. If the player continues to play the map will be forfeited. If the knife took place in the final round, that round and the match will be forfeited. 4.7.1: Blitz: If a knife is used at any time, the offending team will have 3 Portal Caps removed from the final score. This will happen for every knife, accumulatively. 4.7.1: Domination: If a knife is used at any time, the offending team will have 15 points removed from the final score. This will happen for every knife, accumulatively.


[FONT=tahoma]5. Cheating[/FONT]

    5.1.1 Cheating is defined as, but not limited to, the following activities:

  • Deliberately manipulating your connection, as the host or player.
  • Using any settings that are restricted by the rulesets. Including perks or incorrectly setting up the game.
  • Getting out of the boundaries of any map.
  • Using a modified controller
  • Playing in more than one team on a single ladder.
  • Exploiting ingame mechanics i.e. wall-rub glitches

    5.1.2 Jumping within the boundaries of the map is not considered a glitch. Provided you can get to the area or region on your own without the assistance of a team mate, it is not considered a glitch but rather a playable area of the map. This does not include wall-rubbing to get inside areas and so forth as that is exploiting the game mechanics. 5.1.3 If a player is caught cheating in a match their team will face ramifications. In 5v5 S&D they will forfeit the affected rounds. In 1v1, Doubles, 3v3, eSniping & 4v4 they will forfeit a map. Furthermore, the individual will face bans if caught cheating. In all cases of cheating the burden of evidence falls on the accuser. All reports of cheating should be submitted directly to the appropriate Cybergamer referee with all evidence. 5.1.4 Claims of cheating made in the public forum are not acceptable and will be removed. 5.1.5 Evidence must be provided in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. 5.1.6 Continual unsubstantiated claims or claims involving falsified evidence will result in action being taken against the player making the claim. Claims made by "aliased" players will be disregarded. To make a claim, tick the dispute box in prior to entering the result. Supply all your evidence in the dispute chat.


[FONT=tahoma]6. Rule Violation & Punishment[/FONT]


    6.1.1 Breaking of the rules, foul play, poor sportsmanship, match fixing or ignoring the order of an admin may result in a punishment. Type and amount is chosen by an admin.


[FONT=tahoma]6.2 Possible Team/Organisation Punishments[/FONT]

    Forfeiture of a match Score reduction Removal from the ladder Ban from future ladders and/or competitions from CyberGamer.


[FONT=tahoma]6.3. Possible Player Punishments[/FONT]

    Temporary match/forum ban from future competitions from CyberGamer Permanent match/forum ban from future competitions from CyberGamer.


[FONT=tahoma]7. Legal Process[/FONT]

Legal proceedings are not permitted.
[/spoiler]


Thanks for reading,
Admins

Jackv3

819 posts

6:55pm Jan 1st 14

GJ Admins

Galvatron

891 posts

7:00pm Jan 1st 14

nice much needed

AsX dominate

2,893 posts

7:00pm Jan 1st 14

Good job. Makes it easier for some of the newer members to get their head around the rules.

'Odin

1,910 posts

7:02pm Jan 1st 14

GJ admins

bRuzarh

232 posts

7:19pm Jan 1st 14

Join pug...

KlNG

5,381 posts

8:35pm Jan 1st 14

Any news about a burst gun or attachment being allowed?

Katie.

5,146 posts

8:52pm Jan 1st 14

Good job guys <3

OzFalcon

7,021 posts

9:03pm Jan 1st 14

Good job in terms of showing the old rules and the re-vised rules so that changes can be seen.

Girl Germs

1,420 posts

9:49pm Jan 1st 14

Looks good. Taa.

Zalachenko

2,355 posts

12:00am Jan 2nd 14

4.7.1: Search and Destroy: If a knife is used at any time, the player must spawn out for the following round or be team killed. If the player continues to play the map will be forfeited. If the knife took place in the final round, that round and the match will be forfeited.

So Knifing is banned now ?

Jackv3

819 posts

12:05am Jan 2nd 14


4.7.1: Search and Destroy: If a knife is used at any time, the player must spawn out for the following round or be team killed. If the player continues to play the map will be forfeited. If the knife took place in the final round, that round and the match will be forfeited.

So Knifing is banned now ?

Quote from Zalachenko on the 2nd of January 2014
Only in eSniping.

Zalachenko

2,355 posts

12:12am Jan 2nd 14



4.7.1: Search and Destroy: If a knife is used at any time, the player must spawn out for the following round or be team killed. If the player continues to play the map will be forfeited. If the knife took place in the final round, that round and the match will be forfeited.

So Knifing is banned now ?

Quote from Wzky on the 2nd of January 2014
Only in eSniping.

Quote from Zalachenko on the 2nd of January 2014
thanks for the clarification.

KlNG

5,381 posts

12:13am Jan 2nd 14

nah srs

we need burst gun get on that

Vilesyder

2,620 posts

4:06am Jan 2nd 14

"4.2.3 4v4 & 3v3 S&D: Search and Destroy matches are only able to be ended due to excessive lag, connectivity issues, or player lagouts/blackscreening before the first kill of the first round. After this time players must play out the match as is. Search and Destroy matches cannot be ended in between rounds to accommodate to lag/connectivity issues due to Killstreaks resetting if the game is ended.

4.2.4 4v4 BLITZ: In Blitz, if a player lags out after the 1 minute point, or the 1st Portal Capture, it is up to the player to re-join/their team to invite the lagged out player back in. You cannot end the game at half time, or any other point, do accommodate lagged out players or players experiencing connection issues. This rule is in place due to Killstreaks resetting if the game is ended."

Specialist doesnt mean jack in this game compared to BO2. Game should defs be endable after the round or at the start if no kills have been made.


"4.2.7 If a team begins a match with only four players, an eligible fifth can join in on the game at any time without having to wait for half-time breaks. This is not considered a substitution as this 5th player is not taking the place of any other player. Again, a 5th - who is eligible - can join the game at any stage provided their team began with 4."

Probably should add for 5v5 only here. 100% would use as an excuse to spawn 5 players in for 4s.


"4.2.6 If a CoD admin is present in the match or available live via a suitable communication, they have the right to make any ruling that may differ to the ruleset above at their discretion."

This sucks an incredible amount. Admins need to still be held accountable to the written rules regardless of admin status.


"If a player is caught cheating in a match their team will face ramifications. In 5v5 S&D they will forfeit the affected rounds. In 1v1, Doubles, 3v3, eSniping & 4v4 they will forfeit a map. Furthermore, the individual will face bans if caught cheating."

Why forfeit a map for 4s and not just the round/half? Can pretty blatantly amend things in a dom game.



Pretty thread though. I liked the formatting.