5v5 Search & Destroy Ladder
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5v5 Search & Destroy Ladder
Search and Destroy
Game Options
Class Editor: Allow Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Don't allow perks. (Ghost is banned from being used as Perk 1)
Game Recording: Enabled
Game Mode Options
Bomb Timer: 45sec
Plant Time: 5sec
Defuse Time: 5sec
Multi-bomb: Disabled
Round Switch: Never
Score Limit: 8
General Options
Hardcore Mode: Enabled
Allow Killcam: Disabled (Enabled in PUGs)
Headshots Only: Disabled
Allow Sprint: Enabled
Respawn Options
Respawn Delay: Never
Force Respawn: Enabled
Wave Spawn Delay: None
Lives & Health Options
Number of Lives: 1
Max Health: Normal
Health Regen: Slow
Team Options
Spectating: Team Only
Friendly Fire: Enabled (Reflect in PUGs)
Party Privacy Lobby
Party Privacy : Invite Only
Kit restrictions (Primary Weapons)
Assault Rifles: FAMAS, Galil, AUG & G11 are banned.
Sub Machine Guns: AK74u banned, rest allowed.
Light Machine Guns: All LMGs are banned.
Shotguns: Stakeout & Olympia allowed, rest banned.
Sniper Rifles: L96A1 allowed, rest banned.
Kit restrictions (Secondary Weapons)
Pistols are the only secondary to be used. Launchers and Specials are banned. All pistols can be used.
Kit Restrictions (Attachments)
Across all Primary and Secondary weapons the following are banned:
Master Key
Flamethrower
Grenade Launcher
Grip
Dual Wield
Infrared Scope
Full Auto Upgrade
Dual Mags
Extended Mags
Rapid Fire
Kit Restrictions (Lethal, Tactical & Equipment)
Frag Grenades and Willy Petes (Smoke) are the only Lethal and Tactical weapons allowed.
All Equipment is banned. If possible, equip no equipment. If not possible, you can really equip any equipment as long as you never use it. If used accidentally but it doesn't effect the game it is okay. If equipment is used and it for instance, gets a kill - your team will forfeit that map/gametype.
In S&D, using a banned weapon, equipment, perk, attachment, special or lethal grenade will result in your team forfeiting that particular round. Continued use and determination to disobey the ladder rules will result in further forfeits and player match bans.
NOTE::
All CGo matches can be played on the CGi rule-set if both team's agree to it. However, if 1 team doesn't wish to play on the CGi rule-set - Then the match must be played on the CGo rule-set. If anyone tries to pressure a team into playing the CGi rule-set when they don't want to, ban's will be issued.
Match Information
Theatre/Game Recording
Game Recording must be Enabled for all CG Ladder matches. Enabled is the default setting. For it not to be used, both teams must agree to have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Spawn Choice
The Defender gets to choose their spawn for the match. Remember, it is only 1 map of play.
Maps
For the first portion of the season challenges will be sent with three randomly generated maps. Maps will not be offered/accepted. This is so we as a community can test all maps as much as possible enabling us to weed out the uncompetitive maps, if any.
Cracked
Grid
Hanoi
Havana
Raditation
Summit
Villa
WMD
Team Sizes
For S&D, teams must have either 4 or 5 eligible players online and in the match lobby in order to play the match. If a team has any lower than 4, they automatically forfeit the game despite team agreements.
Match length
The match consists of 1 map only. This is to be played in halves. Each half is 'First-to-Eight'. Once a team reaches 8 in the first half, the game will end and the scores should be recorded. The second half then begins using 'First-to-Eight' - once a team reaches 8 rounds in this half, the game will end and the scores should be recorded. Following this, the total amount of rounds won/lost should be recorded. The team who wins the most rounds, wins the match.
Tie Breaker
In the event of a 15-15 round tie at the conclusion of the match, a 6 round tie-breaker occurs. Start the with the following settings changed.
Score limit: 8 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.
For the spawns in tie-breakers; whoever defended first at the start of the match, should defend first in the tie-breaker; this goes for all tie-breakers no matter how many you have to play.
Known Glitches
There is a glitch that can occur if the bomb is defused at exactly the same time as the bomb explodes. In this situation the defusing team will be announced the winner of the round, but both teams wil score a point.
If this glitch occurs in a match the round should be replayed at the end of the half. This can only occur in the S&D gametype.
Hosting
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.
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.
Host Check:
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.
Spectators
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.
Player Substitutions 13/02/2011
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.
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.
If a player has connection issues, drops out, leaves inexplicably and so forth; they may not be able to get back into the game or back onto Xbox Live, in this instance a substitute can be brought in. In the S&D gametype 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). Be sure to team-kill so the host recognises that something is amiss with your team. 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, whether they cannot connect, refuse to rejoin or simply cannot rejoin due to external matters. 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 with the current available players.
This issue is reiterated below.
Connection Issues
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended at the next available opportunity.
In the S&D gametype 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.
In all other gametypes it is up to their team mates to reinvite the dropped player back into the match.
If a CoD admin is present in the match, they have the right to make any ruling that may differ to the ruleset above at their discretion.
Ladder Information
Challenges
* When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
* Matches can be played on any night.
* You can challenge teams 50% of your rank above you plus 3 positions (previously was 50% or 4 places, whichever was greater).
* If you win a defending match you are protected for 2 days.
* If you win a challenging match you are protected for 12h (previously not protected at all).
* If you lose a defending match you are vulnerable for 12h.
* If you lose a challenging match you are vulnerable for 2 days.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* A challenge can not be accepted within 12 hours before the scheduled time.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
Game Options
Class Editor: Allow Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Don't allow perks. (Ghost is banned from being used as Perk 1)
Game Recording: Enabled
Game Mode Options
Bomb Timer: 45sec
Plant Time: 5sec
Defuse Time: 5sec
Multi-bomb: Disabled
Round Switch: Never
Score Limit: 8
General Options
Hardcore Mode: Enabled
Allow Killcam: Disabled (Enabled in PUGs)
Headshots Only: Disabled
Allow Sprint: Enabled
Respawn Options
Respawn Delay: Never
Force Respawn: Enabled
Wave Spawn Delay: None
Lives & Health Options
Number of Lives: 1
Max Health: Normal
Health Regen: Slow
Team Options
Spectating: Team Only
Friendly Fire: Enabled (Reflect in PUGs)
Party Privacy Lobby
Party Privacy : Invite Only
Kit restrictions (Primary Weapons)
Assault Rifles: FAMAS, Galil, AUG & G11 are banned.
Sub Machine Guns: AK74u banned, rest allowed.
Light Machine Guns: All LMGs are banned.
Shotguns: Stakeout & Olympia allowed, rest banned.
Sniper Rifles: L96A1 allowed, rest banned.
Kit restrictions (Secondary Weapons)
Pistols are the only secondary to be used. Launchers and Specials are banned. All pistols can be used.
Kit Restrictions (Attachments)
Across all Primary and Secondary weapons the following are banned:
Master Key
Flamethrower
Grenade Launcher
Grip
Dual Wield
Infrared Scope
Full Auto Upgrade
Dual Mags
Extended Mags
Rapid Fire
Kit Restrictions (Lethal, Tactical & Equipment)
Frag Grenades and Willy Petes (Smoke) are the only Lethal and Tactical weapons allowed.
All Equipment is banned. If possible, equip no equipment. If not possible, you can really equip any equipment as long as you never use it. If used accidentally but it doesn't effect the game it is okay. If equipment is used and it for instance, gets a kill - your team will forfeit that map/gametype.
In S&D, using a banned weapon, equipment, perk, attachment, special or lethal grenade will result in your team forfeiting that particular round. Continued use and determination to disobey the ladder rules will result in further forfeits and player match bans.
NOTE::
All CGo matches can be played on the CGi rule-set if both team's agree to it. However, if 1 team doesn't wish to play on the CGi rule-set - Then the match must be played on the CGo rule-set. If anyone tries to pressure a team into playing the CGi rule-set when they don't want to, ban's will be issued.
Match Information
Theatre/Game Recording
Game Recording must be Enabled for all CG Ladder matches. Enabled is the default setting. For it not to be used, both teams must agree to have it disabled. If one team wants it disabled and the other wants it enabled, the default rule stands that it must be Enabled.
Spawn Choice
The Defender gets to choose their spawn for the match. Remember, it is only 1 map of play.
Maps
For the first portion of the season challenges will be sent with three randomly generated maps. Maps will not be offered/accepted. This is so we as a community can test all maps as much as possible enabling us to weed out the uncompetitive maps, if any.
Cracked
Grid
Hanoi
Havana
Raditation
Summit
Villa
WMD
Team Sizes
For S&D, teams must have either 4 or 5 eligible players online and in the match lobby in order to play the match. If a team has any lower than 4, they automatically forfeit the game despite team agreements.
Match length
The match consists of 1 map only. This is to be played in halves. Each half is 'First-to-Eight'. Once a team reaches 8 in the first half, the game will end and the scores should be recorded. The second half then begins using 'First-to-Eight' - once a team reaches 8 rounds in this half, the game will end and the scores should be recorded. Following this, the total amount of rounds won/lost should be recorded. The team who wins the most rounds, wins the match.
Tie Breaker
In the event of a 15-15 round tie at the conclusion of the match, a 6 round tie-breaker occurs. Start the with the following settings changed.
Score limit: 8 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.
For the spawns in tie-breakers; whoever defended first at the start of the match, should defend first in the tie-breaker; this goes for all tie-breakers no matter how many you have to play.
Known Glitches
There is a glitch that can occur if the bomb is defused at exactly the same time as the bomb explodes. In this situation the defusing team will be announced the winner of the round, but both teams wil score a point.
If this glitch occurs in a match the round should be replayed at the end of the half. This can only occur in the S&D gametype.
Hosting
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.
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.
Host Check:
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.
Spectators
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.
Player Substitutions 13/02/2011
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.
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.
If a player has connection issues, drops out, leaves inexplicably and so forth; they may not be able to get back into the game or back onto Xbox Live, in this instance a substitute can be brought in. In the S&D gametype 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). Be sure to team-kill so the host recognises that something is amiss with your team. 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, whether they cannot connect, refuse to rejoin or simply cannot rejoin due to external matters. 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 with the current available players.
This issue is reiterated below.
Connection Issues
If a player has connection issues during the match that cause them to be dropped from the game the match should be ended at the next available opportunity.
In the S&D gametype 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.
In all other gametypes it is up to their team mates to reinvite the dropped player back into the match.
If a CoD admin is present in the match, they have the right to make any ruling that may differ to the ruleset above at their discretion.
Ladder Information
Challenges
* When making a challenge the challenger provides the defender with 3 times and 3 map choices. The defender chooses a time and map, the match is then scheduled.
* Matches can be played on any night.
* You can challenge teams 50% of your rank above you plus 3 positions (previously was 50% or 4 places, whichever was greater).
* If you win a defending match you are protected for 2 days.
* If you win a challenging match you are protected for 12h (previously not protected at all).
* If you lose a defending match you are vulnerable for 12h.
* If you lose a challenging match you are vulnerable for 2 days.
* Upon receiving a notice of challenge, the team has TWO days (THREE days if the challenge was issued on a Monday) to accept a time and date provided by the challenger for the match, otherwise it is deemed that the defendant has forfeited.
* A challenge can not be accepted within 12 hours before the scheduled time.
* If you do not accept a challenge or you decline the challenge you will become "vulnerable" for FORTY-EIGHT hours where you will be unable to challenge.
* Following a match, it is crucial that each team must submit the result or select to dispute the match by 11:30PM AEST on the night of the match. Subsequently, the submitted results will be calculated and the teams will be granted either "challengeable" or "protected" statuses. Disputes can be handled among the two teams; otherwise a ladder administrator takes appropriate action.
* A team may not play the same team in two successive matches. 7 days after the first match the ladder will allow you to challenge them again.
* When a challenge is accepted both teams rosters are locked. Any players added to the roster after a challenge has been made will appear in a separate roster list and will be ineligible to participate in the current challenge.
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