Hello BF3 players & teams!
The
BF3 4 v 4 SQUAD RUSH LADDERS(link to challenge ladder) are now open....so teams that have registered 4 or more players (max 12) can be challenged and accept challenges
SEASON 1 SCHEDULE
BF3 Season 1 4v4 Squad Rush Schedule
BF3 Released: 26th October 2011
Ruleset Creation: 20th January 2012 – 28th January 2012
Registration: 11pm AEDST 22nd January 2012
S1 Starts:9pm AEDST 28th January 2012
Roster Lock: 11:59pm 10th March 2012
S1 Ladder Lock: 11:59pm 17th March 2012
S1 Finishes: 24th March 2012
S1 Finals Start: 24th March 2012
S1 Qualifying/Elimination Finals: 25th March – 31st March 2012
S1 Semi-Finals: 1st April 2012 – 7th April 2012
S1 Preliminary Finals: 8th April – 14th April 2012
S1 Grand Finals:15th April – 22nd April 2012
S1 Finals Finish: 22nd April 2012
*See below
Roster Lock
Roster Lock is on the 10th of March 2012 and will commence on the Saturday @ 11:59pm. Any members in your team who join after this date cannot compete in any upcoming matches for your team until the season is finished. This includes matches that need to be played between Roster Lock and the beginning of Finals, as well as Finals matches of course. Once finals begin for the relative ladder and if your team did not make finals, you are free to make roster changes and players are eligible to compete in these - again, provided the matches aren't Finals matches.
Ladder Lock
The 17th March 2012 is the Ladder Lock for Season 1 Battlefield 3 4v4 Squad Rush ladders. This will come into effect @ 1 or 2am. The reason it is at such an odd time is that the ladders get clogged around finals times and matches on the 31st may not go through till past midnight. This will lock in the most of the finals participants 1-8 (Pro) & 9-16 (Intermediate). After the Ladder Lock, no teams will be able to make a challenge into the Finals brackets. Challenges that are made before the 17th March 2012 have until 11:59pm of the 24th March 2012 to be completed. Any matches not related to 'crazy overtimes' and that are not played by this time are cancelled. On the 25th March 2012, the first round of finals challenges will be sent out.
Finals
For all ladders finals will be the usual 4 weeks using the CG Finals System. These finals will consist of a Pro and Intermediate finals (Pro includes the teams ranked 1-8 at the end of the season. Intermediate includes the teams ranked 9-16 at the end of the season.
Finals will go on a week-by-week basis, starting on the, i.e. Preliminary finals start on Sunday 8th April and finish on Saturday 14th April. Much like League weekly rounds.
CHALLENGE INFO
You can challenge teams 50% of your rank above you plus 2 positions.
If you win a defending match you are protected for 24h (no one will be able to challenge you).
If you win a challenging match you are protected for 6h (no one will be able to challenge you).
If you lose a defending match you are vulnerable for 6h (you will be unable to challenge).
If you lose a challenging match you are vulnerable for 24h (you will be unable to challenge).
You cannot play the same team twice in a row.
Time given to accept a match: 2 days
Team members required to challenge: 4
Players are allowed to be in 1 team at a time
This is a FAST ladder, protected/vulnerable times are halved normal ladders.
RULESET
SETTING UP A MATCH IN "PUBLIC" SERVERS
1.1 Finding an empty Squad Rush Server is not always straight forward. Both teams need to be ready to enter the server & accept invites immediately so that no randoms get into the game. Once in the game set up squads/swap sides as necessary. Perhaps having both teams of 4 in the one Party Chat during set up would be the best way. Because this is Squad Rush, setting up Squads should be relatively quick & straight forward. Should there be a delay the initial round/room you are in can be a warm up/pre round. Upon conclusion of this round, the very next round will be considered the first live round of the match - and both teams should be in their own private chats by this stage.
1.2 Should Randoms get into a server - play can be halted with messages sent to that person through XBL asking them to leave as you are playing a Private Match. As we are using public servers, this can & should be expected to happen occassionally. It is not their fault and is unfortunate, so manners & respectful attitudes will serve you well. This is unfortunate but it is the best we can do for Aus/NZ Battlefield until private servers are made available.
1.3 Should Randoms not leave - new servers can be found at Captains Discretion.
1.4 In the case of multiple drop outs/unstable server perhaps researching for better quality empty server should take precedence. This might be more common on overseas servers should nothing local be found to play the match. Recommendations are for Australian > South US > West US servers. If nothing satisfactory is found matches can be rescheduled, between agreement of both parties. Please notify CG BF3 Administrators to make/allow appropriate changes to rescheduling of challenge.
1.5 Using drop outs as an excuse for result of match is more unfortunate than acceptable reason for dispute. Both teams should be aware of starting line ups & aware if randoms are in the room. This should not be hard to pick up considering player counts are 4 each side. Once noted, please halt general play until the issue can be resolved. It is urged all teams pull back until random can be removed from server amicably. There is no time limit and tickets only go down based on kills made.
This is a fun ladder & acceptances on both sides should be made within reason.
1.6 Should teams not be able to reach satisfactory resolution between themselves, all disputes can be forwarded to Cybergamer Admin/Mod's for dispute resolution at the end of match. We urge this is the last alternative and fairplay is conducted throughout all matches.
General Gameplay
1.0 Teams must be in the server ready to start within 15 minutes of the designated match time, teams not ready to start within that time may be forfeited. The need to be on time is important & teams should be well prepared so that matches run on time and smoothly for the benefit of all players.
1.1 The challenging team will be the attackers for the first map, and must set up their squad on this side when they first enter the server.
1.2 Rounds are played until either the attacking team has destroyed both MCOM stations or the defending team has taken 20 tickets off the attackers.
1.3 A maximum amount of
six consecutive rounds are played, the first team to win 4 rounds is the winner.
1.4 There is only
4 possible final scores.
4-0, 4-1, 4-2, 3-3. In the result of a 3-3 tie, the winner will be determined from
remaining ticket counts through Battlelogs from all the maps played. Both teams must enter the score into the Match details page before 11:30pm that night.
1.5 You have 10 minutes after the listed start time of your match to ready up and go live, failure to be ready will result in a match forfeit to your team.
1.6 You must have at least 3 players on your team in the server to start a match.
-1.7 If you get disconnected during the match you can rejoin the server but you must
IMMEDIATELY switch to your team and not spawn in or idle on the other team.
2.0 Weapon Restrictions
The Following weapons are not permitted to be used in matches
- USAS-12
- DAO-12
- MK3A1
- FAMAS (will re-evaluate after patch)
The following Weapon Ammunition's are not permitted to be used in matches
- Frag Rounds
The following Weapon Attachments are not permitted to be used in matches
- Extended Mags (Support class)
2.1 Special Equipment Restrictions
The following Special Equipment are not permitted to be used in matches
- MAV
- MSP (Recon Spawn Point)]
- EOD Bot
- C4 Explosives
- Mortar Strikes
- Claymores
- Mines
- M320 Grenade Launcher (smoke grenades are allowed)
Any use of Restrictions during the match will result in loss of round, it is essential Captains and players familiarise themselves with these rules and discuss them to their Squad/Team prior to start of match.
If accidental use takes place and the non-offending Captain allow this mistake to not affect the outcome of the round then they may choose to do so at their discretion. This is not mandatory.
Captains must immediately notify the opposing captain of offence. Captains who do not sort out Restrictions being used prior to next round taking place will forfeit every round until the Restrictions rulesets are adhered to.
There is no grounds for argument or using of Restricted Weapons on the basis that the opposition were using them - adhere to restrictions at all times, even if the opposite team has broken the rule set and let the Captains determine the outcome of any offences made, amicably between themselves, in the interest of sportsmanship & fair play.
3.0 Cheating
Cheating is not permitted on the CyberGamer system, any offenders will face a lifetime
ban from the website and lose eligibility to play permanently. These cheating offenses
include:
Glitching
- Use of map glitches to gain access to areas of the map that are not there by design but by flaw.
- Only things that are freely available to all players are allowed to be used in matches.
- Using people who are ineligable to play (unless an agreement it made with opposing team) or who are not enrolled in the team.
Glitching rules being broken will result in a forfeit loss and 5 spot drop on the ladder.
4.0 Code of Conduct
It is not acceptable to do the following ingame, the result of doing so will be match forfeits or the removal of your team or players from the ladder:
- Ingame abuse over text chat
- Ingame abuse over voice chat
SEE YOU ON THE BATTLEFIELDEdited 6 times, last edited 1/2/12 - 3:56pm.
Posted on Saturday, 28th January 2012