Infinite Warfare: 4v4 OBJ CGo Ruleset
The following Game Options are the CWL Game Mode Settings
Any setting not mentioned is to be left as default and should not be changed at any time.
|Time Limit: 5 Minutes|
Score Limit 250 Points
|Spectating: Team Only|
3rd person Spectating: Disabled
Friendly Fire: Enabled
Respawn Delay:2.5 Seconds
|Payload Charge Rate: Disabled|
Payload Score Modifier: 1.25x
Game Options - Uplink
|Round Time Limit: 5 Minutes|
Round Score Limit: Unlimited
|Carrier Armor: 0.75x|
Show Enemy Carrier: 3 Seconds
Respawn Delay: 5 Seconds
Friendly Fire: Enabled
Team Kill Punishment Limit: Disabled
|Payload Charge Rate: Disabled|
Search & Destroy
|Time Limit: 1.5 Minutes|
Round Win Limit: 6 Rounds
|Defuse Time: 7.5 Seconds|
Silent Plant: Enabled
|Spectating: Team Only|
3rd Person Spectating: Disabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled
|Payload Recharge Rate: Disabled|
Payload Score Modifier: 8x
Custom Class Restrictions
[indent]The following weapons, equipment, perks and attachments are banned and cannot be used. Everything else is allowed and should not be disabled.[/indent].
*Note: All 'Variants' are banned during all matches. Any use of these weapons will see you forfeit the current map.
*Note: One member is allowed one combat rig per team. Therefore there must be four DIFFERENT combat rigs used each map and no duplicate rigs may be used.
*Note: All 'Hybrid' weapons (Any weapon with multiple class capabilities. i.e EBR 200 which is a Sniper Rifle and Assault Rifle) must be left in its default class. This is the class the weapon is chosen from in the Create-A-Class section.
Black Hole Projector
[indent]Reaper, Micro Turret, Phase Shift[/indent]
[indent]Ping, Persistence, Infusion, Supercharge, Perception, Relay, Marked Target, Heightened Senses, Rushdown, Propulsion[/indent]
[indent]UAV, Drone Package, CUAV, Vulture, Shock Sentry, Advanced UAV.[/indent]
CGPS IW 4v4 OBJ Tournament General Rules
1 - Administration
[indent]1.1 Contact Us
The CyberGamer Support System is the primary method of communication between players and administrators. A support ticket should be created in any instance where the player has any questions, concerns or issues regarding any aspect of the competition or at any point in time where a player feels it necessary to contact an administrator. You can access the CyberGamer Support System here.
1.2 CyberGamer Anti-Cheat Policy
The purpose of the CyberGamer Anti-Cheat Policy is to provide guidelines for infringements which require a match ban as a part of their penalty. All players must adhere to the CyberGamer Anti-Cheat Policy when competing in any CyberGamer competition. The complete Anti Cheat Policy can be found here.
2 - Acknowledgement
[indent]By joining this CyberGamer competition I acknowledge that I have read and hereby accept and agree to the site Terms and Conditions, Anti-Cheat Policy and all rules and restrictions set in place by CyberGamer staff and administration.
I acknowledge that being able to participate in any ladder on this site is a privilege which may be revoked at any time, with or without explanation, at the discretion of CyberGamer staff and administration.
3 - Player Requirements
[indent]3.1 CyberGamer Account
To compete in a CyberGamer competition you must be a registered member of the CyberGamer site. You will not be able to join the competition until an account has been made. If you do not have a CyberGamer account you can register here.
3.2 Player Eligibility
To be eligible to compete in CyberGamer competitions you must fulfil the following expectations as the player;
3.3 Player PSN ID
CyberGamer requires each player to have submitted their correct PlayStation Network ID (PSN ID) on their CyberGamer profile prior to being eligible to compete. It is the responsibility of the player to ensure that the PSN ID entered on their profile is correct and up-to-date at all times.
- Must not have an active match ban listed on your profile.
- Must have joined your team prior to a challenge being sent or received.
- Must have a PSN ID entered on your profile (See below).
4 - Team Requirements
[indent]4.1 Team Activation
Upon creating a competition team you are required to have a minimum of 4 players invited to and in acceptance of the invitation to join the team, in order to activate the team before you are able to begin a challenge. Once the minimum number of players has been fulfilled you are then able to interchange the roster at team discretion.
4.2 Team Roster
Each team must have a minimum number of players on their roster in order to compete in a competition. The minimum number of players required to register is 4. A player will not compete on behalf of a team if they are not on the team roster.
4.3 Team Captains
Each team must nominate at least one player to undertake the responsibility of team captain. The team captain is responsible for accepting and scheduling challenges, adding and removing players from the roster, ensuring match scores are submitted correctly and lodging disputes if deemed necessary.
The team captain has an obligation to the other members on the team to behave professionally and represent the team in a sportsmanlike manner. The team captain is responsible for his teams behaviour during CyberGamer and is thus accountable for any outcomes thereof.
By default, the founding member of the team will be set to captain and can delegate further duties as seen fit.
4.4 Team Name
CyberGamer team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, silly or too big in size. Refusing to change a team name or repeat use of an inappropriate name will result in punishment. CyberGamer teams may not use the name of a team in which is not theirs (as interpreted by CyberGamer staff and administration).
4.5 Team Inactivity
The CyberGamer system will automatically remove teams from the competition if they are identified as inactive. A team will be deemed inactive if there is no longer the minimum required of players in the team to compete.
If a team is identified as inactive the team captain will be notified via the CyberGamer Private Messaging system prior to team removal.
5 - Match Information
[indent]5.1 Match Scheduling
Match dates and times are selected by the challenging team captain and accepted by the defending team captain through the CyberGamer Match system. Once a match has been scheduled, the time and date may be changed to suit the preference and circumstance of the two teams however to do so it must be agreed upon (and confirmed in writing on the challenge page) by the team captain of both sides.
All teams/players have a 15 minute period from the match scheduled time (or unless agreed otherwise) to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer match system.
Teams have 5 minutes between each map/game mode. If a team/player goes over this period, please follow the above steps for support.
5.2 Map Selections & Rotations
The Map(s) for this competition will be generated for the players by the CyberGamer match system and will be visible on he match page. Players are required to play the specific maps listed for each round. The maps assigned are to be played in the order as displayed on the match page. Verbal agreements to play different maps and/or game types will not be honored by Admins.
On occasion it is a known issue that the system may not display the generated map rotation for some challenges. If this is the case it is the responsibility of the team captain to notify an administrator via the CyberGamer Support System.
Best of 5 series will use the following game mode rotation:
Hardpoint - Search and Destroy - Uplink - Hardpoint - Search and Destroy
5.3 Match Punctuality
All teams/players have a 15 minute period from the match scheduled time to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer match system.
Teams have 5 minutes between each map. If a team/player goes over this period, please follow the above steps for support.
The team Standings are done in ascending order. Standing one (1) is the highest standing (i.e. standing ten (10) is a standing than twenty (20)).
5.5 Hosting & Spawn Choice
All Host Choices must be made prior to the start of a Match in the match chat.
In a best of 5 series, The higher seeded team will host maps 1, 3 and 5. The lower seeded team will host map 2 and 4.
The Team that doesn't Host a Game must choose to play as a specific team for that Game.
WA & NZ teams can only use a host from WA or NZ if 3 of the 4 players, playing the map, are from that same location (WA or NZ)
Hosting Players must have Open NAT Type.
Hosting Players should create the Private Match. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Private Match and create a new one. If, after the start of a Game, Host is transferred to a Player who wasn't designated to be the Game's Host, the Game must still be played.
We highly suggest that a lag test be performed before the start of each map. If a lag test is not performed, it will be implied that all players agree the host is acceptable to play on.
If a player's connection to the Host becomes unreasonable during a game, the Game must still be played. After each Game, either Team may request that a new Host be tested, if the previous Host was unreasonable.
If the Host incorrectly ends a Game, their Team may Forfeit the Game.
It is the responsibility of the match host to ensure that the correct ruleset is loaded for the match. In the instance that the incorrect ruleset is played the map must be replayed using the correct ruleset. It must be established within the first 60 seconds (respawn) or end of the first round (search and destroy) that the ruleset is incorrect, any incorrect ruleset claim after the map has been played will put the match in dispute and the outcome will be determined at administrator discretion.
5.7 Minimum amount of players
Teams may only play one man down from the number of players who would normally be present on the map. (i.e 3v4). A Team will Forfeit the Match if they don't have the minimum required players present by 15 minutes after a Match's default start time. Teams with the minimum required players present may start the Game at the end of the 15 minute start time or 5 minute period between matches, or forfeit the map, for the 5 minute timer to start again. Bots are not permitted in any Game.
Substitutions are only permitted in the period between maps. Substitutions are not to be made once the map has started. If a player times out then they can not be replaced.
5.9 Connection Issues
If a Player disconnects from a Game during the first 30 seconds or before the first kill, the Game must be restarted.
In the scenario that a player is experiencing connection issues and disconnects at any time after the first kill or after the first 30 seconds into the match, the map must continue until completed, The player may reconnect and play the rest of the map. A substitute may not take his place while the map is underway. At the end of the map if the player is yet to rejoin, then player will be given 5 minutes to re-connect.
If a Player disconnects from a Search and Destroy Game, the current Round must be completed. After that Round has been completed, the Game must be ended. It is the responsibility of the shorthanded Team to end or leave the Game before the start of the next Round. Rounds that are played while a Team is shorthanded will be counted. After a Game is ended, the shorthanded Team will be given 5 minutes for their teammate to return before they must start another Round shorthanded. When the Game resumes, the score will be as it was when the Game was ended and the Teams will be set to resume the Game from proper sides.
After the map if the player is unable to reconnect after 5 minutes has passed, the team may continue with an eligible substitute player or must play a player down.
5.10 Tied Matches
If a Game ends in a tie, it must be replayed. When a Game is replayed, the Host is not changed. Uplink & Capture the Flag Games must get through Overtime before a tie can be declared.
The only spectators permitted to be spectating the match from in the game are CyberGamer staff and administrators. This includes anti-cheat members, livestreamers, recorders and shoutcasters. Additional team members will not be allowed into the lobby unless granted permission and space permits.
Players are permitted to broadcast their own point-of-view in matches. This is only acceptable if there is a significant time delay (greater than 30 seconds) between real-time and the broadcast.
When broadcasting through a live streaming service or uploading recorded footage to a video sharing site; you cannot have 'CyberGamer' or any abbreviation of it within the title of the media. This may be seen as if you are representing CyberGamer to someone unfamiliar with the site, which you are not. You may only include this information with permission from an administrator.
5.13 3rd Party Communication
All 3rd Party Communication programs and systems are allowed to be utilised for team communication during matches. It is advised that your team captain is still easily contactable by the opposition (or referee if present) in the case an issue arises.
5.14 Reporting Results
Results must be entered by the team captain of both teams at the conclusion of the match. Results and scores are editable on the challenge page once the match has begun. The result will not be processed by the CyberGamer system instantly, rather at approximately 11:30pm AEST therefore results must be submitted before this time.
At least one member of each Team should take a Screenshot(s) of each Round's/Game's results in case proof is needed for a dispute. Screenshots should contain the Round Score, Players on each Team, and a time stamp.
A dispute should be lodged by the captain on behalf of their team if there is a dispute regarding any issue in the match that is not resolved by the referee (if present). Disputes, depending on the complexity will be managed by either a referee or administrator and may take an extended period of time to resolve.
Disputes lodged should be accompanied with evidence provided in the form of digital video or video screen capture. It is difficult to resolve a dispute without evidence and may take a longer period of time than usual.
Making false or useless disputes will be dealt with at the discretion of an administrator and repeat offenders will increase the likelihood consequences if seen fit.
6 - Cheating & Exploitation
Cheating is defined as but is not limited to, the use of software/equipment to manipulate another user's connection, 'map hacks', 'wall hacks' or any other form of hacking/glitching content that presents a user with an unfair advantage over the opponent in any game.
If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand
Any form of cheating is should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.
Exploitation is defined as exploiting the in-game mechanics to give an unfair advantage over the opponent in any game. Exploitation may cover the following examples:
As per cheating, any form of exploitation should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.
- 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.
- Planting on top of Bomb - Planting on top of the bombsite itself. This also includes any exploit to alter defusing of the bomb through an object or making the bomb impossible to defuse or access at any point in any position.
7 - References
[indent]7.1 CyberGamer Terms and Conditions
7.2 CyberGamer Anti-Cheat Policy
7.3 CyberGamer Support System
Last Updated - 31/01/17