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Mostpit Ladder

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Mostpit Ladder Empty Mostpit Ladder

Post  Admin Mon Jul 25, 2011 3:22 pm

Mosh Pit

Overview
Class Editor: Allow Player Classes
Killstreak Editor: Don't Allow Killstreaks
Perk Editor: Allow perks
Game Recording: Enabled

Game Mode Options

Search and Destroy
Time Limit Per Round: 2.5 Minutes
Bomb Timer: 45sec
Plant Time: 5sec
Defuse Time: 5sec
Multi-bomb: Disabled
Round Switch: Every round
Round Win Limit: First to 4, must win by 2 clear rounds or until one team wins 8 rounds.
Number of Lives: 1 Life

Demolition
Time Limit: 3 Minutes
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Extra Time: 2 Minutes
Round Switch: Every Round
Round Win Limit: 2 Rounds
Respawn Delay: 5 Seconds
Number of Lives: Unlimited
Note - If after the first 2 rounds it is a tie, the host must end the game and the team with the most kills decides whether to attack or defend for the decider.

Capture The Flag
Time Limit: 5 Minutes
Flag Return Time: 30 Seconds
Enemy Carrier on Radar: Delayed
Touch Return: Enabled
Round Win Limit: 1 Round
Capture Limit: 10 Flags
Respawn Delay: 7.5 Seconds
Number of Lives: Unlimited

Note: At the end of the first round, you must record your captured flags then restart it and play the opposite spawn. Once the game ends (both halves have been played), add the amount of captured flags from both spawns together. If the flag captures are tied after both rounds, the match must be replayed from the beginning. \

Sabotage
Time Limit: 20 Minutes
Bomb Timer: 45 Seconds
Plant Time: 5 Seconds
Defuse Time: 5 Seconds
Shared Bomb Timer: No
Round Switch: Every Round
Round Win Limit: 1 Round
Respawn Delay: 5 Seconds
Number of Lives: Unlimited

Domination
Time Limit : 10 Minutes
Score Limit : Unlimited
Respawn Delay : 5 Seconds

Headquarters
Time Limit: 15 Minutes
Score Limit: 200
HQ Lifetime: 1 minute
HQ Activate Delay: 45 Seconds
Classic HQ Mode: Disabled

General Options
Hardcore Mode: Disabled
Allow Killcam: Enabled
Headshots Only: Disabled
Allow Sprint: Enabled

Respawn Options
Respawn Delay: (see gametype specifications)
Force Respawn: Enabled
Wave Spawn Delay: None

Lives & Health Options
Number of Lives: (see gametype specifications)
Max Health: Normal
Health Regen: Normal

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, AUG, Galil & 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
Rapid Fire
Extended Mags
Dual Mags

Kit Restrictions (Lethal, Tactical & Equipment)
Frag Grenades, Semtex, Flashbangs 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 or in the case of tactical insertion, you respawn on the point - your team will forfeit that map/gametype.

Banned Perks
- Second Chance/Pro
- Warlord/Pro
- Steady Aim/Pro
- Flak Jacket/Pro

On the Mosh Pit Ladder using a banned weapon, equipment, special, attachment, perk or lethal grenade will result in your team forfeiting that particular gametype/map. Continued use and determination to disobey the ladder rules will result in further forfeits and player match bans.


Match Information

Team Sizes
6v6 is the set team size for a Mosh Pit match. The MINIMUM amount of players your team can compete with is 5. If your team has less than 5, you will forfeit the match. If your team has 5 and the opposition has 6 ready to go, it is the opposition's decision to either drop one player to play 5v5, or keep that player to play 5v6. If desired by both teams, team sizes can be increased, but only if they are equal - 7v7, 8v8, etc.

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.

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.

Array
Cracked
Crisis
Firing Range
Grid
Hanoi
Havana
Jungle
Launch
Raditation
Summit
Villa
WMD

Match length
Best of Three Maps>

Search and Destroy, First to 4, must win by 2 clear rounds or until one team wins 8 rounds.

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.

Demolition, First to 2 rounds. If after the first 2 rounds it is a tie, the host must end the game and the team with the most kills decides whether to attack or defend for the deciding round

Capture The Flag, Most flag captures over 2 rounds win. Play the first spawn, record your captured flags. Restart it and play the opposite spawn. Once the game ends the second time, add the amount of captured flags from both spawns together. The team with the most flag captures is the victor, If it is a tie, replay the match from the beginning.

Spawn Choice
The Defending team chooses the spawn they'd like first for maps 1 and 3. The Challenging team chooses their spawn for map 2.

Hosting
The challenging team is the hosting team.
When the first map is complete and the teams swap sides the host should also switch. It is up to the attacking team to provide a suitable host for the match. A host check (see below) should be used to determine if the host is suitable. If there are no objections from either team then the entire match may be hosted by the same team. A host swap is necessary to keep the playing field even in regards to "lag", particularly for teams playing from New Zealand or Western Australia. 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
During a game, teams often wish to substitute players in and out. This can only be done during breaks, in pre-game lobbies. For example, at the half time break or at the beginning of an Overtime playoff. It may also be done at half-way points through Overtime. I.e. in OT you do 3 rounds of Defence, end the game, get your substitute in and he/she plays the next 3 rounds of Attack. As always, the player substituted in or out must be eligible in the teams roster. This rule applies across all ladders, though is generalized above in reference to S&D.

If a player has connection issues and drops out, 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. Again, this substitute must be an eligible player on their team's roster and must be done in a pre-game lobby for S&D, but can be mid-match in all other ladders. See below for more details.

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. 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 players 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.


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.



Admin
Admin

Posts : 11
Join date : 2011-07-25

https://ffclan.darkbb.com

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