MLG Game Battles: Team Ladder Rules


For those of you who no and don’t now about MLG’s Game Battles, today I’ll go over it. Game Battle is a organized game-type structure that always competitive gamers to meet their match. Players create settings for what they want their match to consistent and how it will operate.

Participating in Game Battles means you agree to not breaking any of the following and upkeep the reputation of Game Battles to the best of your ability.

Hello Gamers, This is a compilation guide of everything you need to know about play GB (Game Battles) including Insight, Technical Asspect and ways of improving your skills in general. I have tried to break the rules down as much as possible into a Easy-Read form.

JUMP TO…

My Rules · Cheating · General Info · No Shows · Reporting and Tickets Game Settings

Standard GB Rules

MLG VARIANT

Rules

  1. Always have someone to record the game(s) so if there is a problem you can supply Game Battles proof. Without proof if a ticket is submitted there can be some major problems. Imagine a sports game your recorder is like the ref, there to make sure no fail play occurs.
  2. YOU MUST ALWAYS HAVE GAME RECORDING ENABLED FOR PROOF!
  3. If you are hosting a match, Game is set to Invite ONLY!

 


Cheating

This is absolutely illegal in MLG/Game Battles Gaming and may also violate the OGC Terms and Conditions which may result in penalty. I hope nobody within OGC with decide to cheat nevertheless there are people like that in this world and It is important to be mindful. Basically the rules on cheating are straight forward however you are required to read. Gitching or Editing game mechanics is prohibited. Lag switches are titled as glitching.
Now the Most important thing to remember that often gets teams banned from Game Battles you Must remain in In-Game CHAT AT ALL TIMES DURING THE GAME! Private Chat, Party Chat or any other chat outside of In-Game Chat include any form of external chat such as Skype are not allowed. Failure to meet these expectations results in a team ban.

General Info

Any and all players must be on the roster 6 hours prior to challenging or accepting a match from another team. Teams must have a minimum of 4 players on the roster and up to 24 players maximum. You can only play for your region, If you live in North America you can only play the following ladders; Team, Team Ovr, Team HC, Doubles and Singles. If you live in Europe you may only play Team (EU), Team Ovr (EU), Team HC (EU), Doubles (EU) and Singles (EU); Any Team/Player caught violating this rule will receive an automatic loss.

No Shows

Teams have 15 minutes to show-up to a scheduled match with the correct amount of eligible players, Failure to do so will result in a forfeit of that match. Teams may substitute eligable plays between rounds and are given 5 minutes to do so. Teams claim responsibility for their matches. To receive a Win for a No-Show you must report the match within 30 minutes of the match’s start time. You must also select the No Show Match Status when you go to report the match. Do not report scores of winning the match. Since the match was not played, you cannot report scores that you won.

Reporting and Tickets (Direct copy from Rules)

  1. Both teams are responsible for reporting the match within 30 minutes of its completion. If teams do not report matching results, the match will result in a “dispute”. Both teams are then required to submit a ticket regarding the dispute and include any valid proof they have. Please select the Match Status that best fits the outcome of your match. If you encountered an issue and there is no Match Status that applies, then report the match as a win for the team that won the number of rounds/maps needed to win a match. Then, you can submit a ticket containing your valid proof.
  2. Teams that have 5 or more disputed matches will be automatically locked and unable to play additional matches. The team will not be unlocked until they have less than 5 disputed matches. To resolve disputes, please see rule number 1 above.
  3. Matches that go unreported by one team will be reported automatically for the team that did report. Matches that go unreported by both teams will be deleted automatically.
  4. Any team found to report as the winning team before the match is played or completed will be subject to penalties.
  5. All matches must be reported correctly. The winner must report their win, and the loser must report their loss. If you had an issue with a match such as a No Show, wrong Settings, etc., you must report the correct Match Status on the Match Report screen. You can then submit a ticket containing your valid proof. Do not dispute the match on purpose or you risk being punished. If you encountered an issue and there is no Match Status that applies, then report the match as a win for the team that won the number of rounds/maps needed to win a match. Then, you can submit a ticket containing your valid proof. Please see the proof section below for more information. If your claims are found to be valid with proof, an Admin has the ability to finalize the outcome of the match.
  6. Disputing a match on purpose will result in penalties for your team. Please review more information about our Dispute Policy here.
  7. Do not contact Staff inquiring about the status of a ticket or you and/or your team will be subject to penalties. We receive many tickets from our users, and they are handled in the order they are received.
  8. When submitting a ticket, fill out all applicable fields. Submitting an incomplete or incorrect ticket will be closed without being processed. You are required to select your team name from the drop-down. If you are submitting a ticket about a match, you must also fill out the match ID or your ticket will not be processed.
  9. All Admin decisions are final. If you would like your case looked into again due to new evidence, feel free to submit a new ticket. Submitting a ticket without additional evidence is argumentative and you risk being punished. Do not post in the forums regarding a ticket issue.

Game Settings

It is the responsibility of the host to make sure game settings are correct even if the game is downloaded from File Share. Make sure the game is set to Invite ONLY! I can’t stress this enough if someone joins in the game who’s no suppose to you forfeit that match. Also spectator mode is illegal and will result in a forfeit. YOU MUST ALWAYS HAVE GAME RECORDING ENABLED FOR PROOF!
If any of the below settings are incorrect (this includes the MLG Variant settings as well), the hosting team forfeits that map. The team hosting is responsible to ensure all settings are correct prior to beginning any map. If the settings are incorrect, the map needs to end and the next map needs to be played. The team that was not hosting is responsible for obtaining valid proof to show that the hosting team did not have the settings correct. A ticket with valid proof must be submitted immediately after the match has been completed.

All Games

  • Hardcore Mode: Disabled
  • Radar Always On: Challenge Option
  • Allow Killcam: Enabled
  • Headshots Only: Disabled
  • Allow Sprint: Enabled
  • Force Respawn: Enabled
  • Wave Spawn Delay: None
  • Max Health: Normal
  • Health Regen: Normal
  • Spectating: Team Only
  • Friendly Fire: Enabled
  • Class Editor: Allow Player Classes
  • Killstreaks: Challenge Option
  • Camera Spike: Challenge Option
  • C4: Challenge Option
  • Tactical Insertion: Challenge Option
  • Jammer: Challenge Option
  • Motion Sensor: Challenge Option
  • Claymores: Challenge Option
  • Secondary Launchers: Challenge Option
  • Flak Jacket: Challenge Option
  • Perk Editor: Allow Perks
  • Game Recording: Enabled

Capture The Flag

  • Time Limit: 5 Minutes
  • Flag Return Time: 30 Seconds
  • Enemy Carrier on Radar: Delayed
  • Touch Return: Enabled
  • Round Win Limit: 2 Rounds
  • Capture Limit: 10 Flags
  • Respawn Delay: 7.5 Seconds
  • Number of Lives: Unlimited
  • Note: The winning team is determined by the team that captured the most flags combined in rounds 1 and 2. CTF Matches are tied in the event that both teams capture the same amount of flags combined in rounds 1 and 2. In the event of a tie, teams must replay the map.

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: 7.5 Seconds
  • Number of Lives: Unlimited

Domination

  • Time Limit: 8 Minutes
  • Score Limit: 1000 Points
  • Round Limit: 1 Rounds
  • Flag Capture Time: 10 Seconds
  • Respawn Delay: 5 Seconds
  • Number of Lives: Unlimited
  • Note: Domination matches will consist of two rounds, one round played from each spawn. Scores will be added together to determine the winner. In the event of a tie in score, the map must be replayed.

Search and Destroy

  • Time Limit: 2.5 Minutes
  • Bomb Timer: 45 Seconds
  • Plant Time: 7.5 Seconds
  • Defuse Time: 7.5 Seconds
  • Multi Bomb: Disabled
  • Round Switch: Every Round
  • Round Win Limit: 4 Rounds
  • Number of Lives: 1 Life

Banned

  • Grenade Launcher
  • Flamethrower

MLG VARIANT SETTINGS

The default settings specified in these rules can be changed, but only if an option is available in the challenge. The staff will support no other agreements, (i.e. verbal, AIM, email). So unless specified otherwise in the match details, these default rules will be followed.

  • Major League Gaming Black Ops Rules v2

All Games

  • Hardcore Mode: Disabled
  • Allow Killcam: Enabled
  • Headshots Only: Disabled
  • Allow Sprint: Enabled
  • Force Respawn: Enabled
  • Wave Spawn Delay: None
  • Max Health: Normal
  • Health Regen: Normal
  • Spectating: Team Only
  • Friendly Fire: Enabled
  • Class Editor: Allow Player Classes
  • Killstreak Editor: Don’t Allow Killstreaks
  • Perk Editor: Allow Perks
  • Game Recording: Enabled

Capture The Flag

  • Time Limit: 5 Minutes
  • Flag Return Time: 30 Seconds
  • Enemy Carrier on Radar: Delayed
  • Touch Return: Enabled
  • Round Win Limit: 2 Rounds
  • Capture Limit: 10 Flags
  • Respawn Delay: 7.5 Seconds
  • Number of Lives: Unlimited
  • Note: The winning team is determined by the team that captured the most flags combined in rounds 1 and 2. CTF Matches are tied in the event that both teams capture the same amount of flags combined in rounds 1 and 2. In the event of a tie, teams must replay the map.

Domination

  • Time Limit: 6.5 Minutes
  • Score Limit: 1000 Points
  • Round Limit: 1 Rounds
  • Flag Capture Time: 7.5 Seconds
  • Respawn Delay: 7.5 Seconds
  • Number of Lives: Unlimited
  • Note: Domination matches will consist of two rounds, one round played from each spawn. Scores will be added together to determine the winner. In the event of a tie in score, the map must be replayed

Search and Destroy

  • Time Limit: 1.5 Minutes
  • Bomb Timer: 45 Seconds
  • Plant Time: 5 Seconds
  • Defuse Time: 7.5 Seconds
  • Multi Bomb: Disabled
  • Round Switch: Every Round
  • Round Win Limit: 6 Rounds
  • Number of Lives: 1 Life

Banned

  • Secondary Launchers
  • Flak Jacket
  • Nova Gas
  • Decoy
  • All Equipment
  • Warlord
  • Second Chance
  • Grenade Launcher
  • Flamethrower
  • Rapid Fire

Playable Maps

  • Domination – Firing Range
  • Domination – Summit
  • Capture the Flag – Firing Range
  • Capture the Flag – Hanoi
  • Capture the Flag – Havana
  • Capture the Flag – Summit
  • Search and Destroy – Firing Range
  • Search and Destroy – Grid
  • Search and Destroy – Havana
  • Search and Destroy – Villa
  • Search and Destroy – Hanoi
  1. To play a match using MLG Variant Gameplay, you must first select the “MLG Variant” custom mapset from the drop-down. If this is not selected, maps that are not included in the MLG Variant Gameplay may be randomized and cannot be played. Both teams should select to cancel the match on the Match Report screen if the correct options and mapset are not selected.
  2. Second, you must select the “Yes – Use MLG Variant Gameplay” option from the MLG Variant Gameplay section. If this was not selected, the match will not be played with MLG Variant Gameplay and would use the settings found under “Settings” in the Settings section above.
  3. Your selection for all options below the MLG Variant Gameplay section will not matter. All required settings for MLG Variant Gameplay are listed above in the “Settings” section and must be used.

Matches (Direct copy from Rules)

  1. All matches must be played in their entirety unless both teams agree to postpone or cancel the match. Teams can play a best of 3 (first team to win 2 maps wins the match) or a best of 5 (first team to win 3 maps wins the match). If no selection is made, a Standard Ladder Match will be played best of 3 maps.
  2. Randomized maps MUST be used. Users cannot pick maps or change options selected in the challenge details. The staff will support no other agreements, (i.e. verbal, AIM, email). Unless specified otherwise in the challenge details, these default rules will be followed.
  3. The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the lower ranked team will host the final map.
  4. The team that is not hosting will pick which side to play on.
  5. A “Lag Test” must be completed prior to starting the match. This is a test round that does not count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot find or agree upon an acceptable host, the match needs to be removed. To have the match removed, both teams need to submit tickets asking that the match be canceled.
  6. Teams may not delay the match for more than 5 minutes between each map. If a team delays the start for longer than 5 minutes between maps, they will forfeit that map. The team that did not delay must submit a ticket with valid proof showing that this delay did occur. First, the match must be completed and the scores must be reported correctly. Do not dispute the match on purpose. After the match is complete, submit a ticket containing the URL link of the proof.
  7. If a player/host disconnects during the initial launch of a map, the map will be restarted. The initial launch is defined as within the first 30 seconds or before the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
  8. If the host disconnects after the map has started, the host’s team forfeits that map. After the map has started is after 30 seconds or after the first kill. If both teams disagree over when the disconnection took place, video proof must be provided. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed.
  9. If a player disconnects after the game has started, the game will continue and a player may be re-invited. The re-invited player may be the player that dropped or a new eligible player. The only exception to this rule is for a “Kill Dependent Game Mode” and for Demolition. Please see the rule below regarding “Kill Dependent Game Mode”.
  10. A “Kill Dependent Game Mode,” often referred to as Deathmatch, Sharpshooter or Slayer, is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.
  11. Deliberate and repeated team-killing or committing suicide on purpose during Team Deathmatch will result in a forfeit of the map. If a team is accused of violating this rule, the accuser must provide valid video proof. First, the match must be completed and the scores must be reported correctly. The URL link of the proof must be submitted in a ticket once the match is completed. An Admin has the ability to overturn the match if valid proof is provided.
  12. If a team loses players during a map, they can find eligible substitutes prior to beginning the next map. For a “Kill Dependent Game Mode”, a team can never play shorthanded.Teams are allowed a 5 minute grace period to find eligible substitutes between maps. Please follow the steps in rule number 6 if the match is delayed longer than 5 minutes between maps.
  13. A team can start a map shorthanded unless it is for a “Kill Dependent Game Mode”(for a description of what a “Kill Dependent Game Mode” is, please see above). You can only be shorthanded by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.
  14. If a team loses a player during a Demolition game, the dropped player and/or a new player CANNOT be invited back into the game. The player can be re-invited into the lobby prior to beginning the next map.
  15. We highly recommend that all players appear offline during their match. Users are not to dispute a match on purpose if the other team did not appear offline. If random players enter the room, ask them to leave. If they leave immediately without disrupting the match, the match can continue. If the player disrupts the match, the match is to resume from the score at which the player(s) entered.

If you are looking for MLG Variant practice I would recommend playing Competition under Barebones. It is a 4v4 game type with as far as I know all of the same game settings as MLG Variant.
Let me show an example of one of my classes that is useable in Regular and MLG Variant game types.

  • Primary: Famas
  • Attachment: Duel Mag
  • Secondary: Python
  • Attachment: Duel Wield
  • Grenade: Frag
  • Special Grenade: Flash
  • Equipment: Challenge Option (for standard)

Note: *Pro Perks are Highly recommended for all Perk Slots.

  • Perk 1: Lightweight Pro
  • Perk 2: Sleight of Hand Pro
  • Perk 3: Ninja Pro

For full rules refer to the Full rules.

Any Recommendations, Comment, or Questions please email me lukethenutcase [at] aol [dot] com or leave a comment below.

Current Version: Version 1

Composed by Blade Stopp3r, also check out my YouTube Channel HERE.


Blade Stopp3r
Hardcore Gamer that respects the game and has fun at the same time.
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