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ugN Gaming
CALL OF DUTY - MODERN WARFARE
Older Series
Call of Duty: Black Ops II
RULES FOR COMPETITIVE
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Topic: RULES FOR COMPETITIVE (Read 1743 times)
KriS
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RULES FOR COMPETITIVE
«
on:
November 16, 2012, 02:02:01 AM »
RULES FOR COMPETITIVE PLAY.
Assault Rifles: ALL Assault Rifles allowed
SMG's: MSMC and Chicom CQB allowed - ALL OTHERS DISABLED
Sniper Rifles: Ballista, DSR 50 - ALL OTHERS DISABLED
Shotguns: R-870 MCS, KSG - ALL OTHERS DISABLED
Pistols: FiveSeven, Tac45, Executioner - ALL OTHERS DISABLED
Specials - ALL DISABLED
Restrict all wildcards
Restrict all lethal nades, only allow Grenade
Restrict all tactical nades, only allow Flash-bang and Smoke
Restrict all perks EXCEPT AWARENESS (Perk 3 section).
Restrict all attachments, only allow FMJ for improved penetration, Ballistic CPU, Variable Zoom on scope and Iron Sights for Ballista.
Restrict all launchers
Hardcore: off
Friendly fire ON
Scorestreaks OFF
Pre-match timer 30-45 seconds (doesn't matter too much)
Pre-round timer (strat time) - 6 seconds
Dynamic map elements OFF
Killcam OFF
3rd person spectating OFF
COD Casting allowed
Revenge voice NO
Battlechatter OFF
Announcer ON
Explosive delay OFF
Hit markers ON (for now)
Multibomb: NO
Switch sides: NO
Silent plant: NO
Plant time: 5 seconds
Defuse time: 7 seconds
Time limit 1.5 minutes (1 min 30 secs)
Bomb timer: 45 seconds
NO limit of number of scopes/smg/shotguns per team (no option to limit ingame for now)
Round win limit: 12. Just play 12 rounds on a half and then the host can end the game, you go back to the lobby, switch sides and go again for the 2nd half.
So far as far as we can tell the most viable SD maps are: Raid, Standoff, Aftermath, Plaza, Yemen and Slums.
yes we know this may get changed but this are the rules for now if you would like to do a pcw or to test out with freinds
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ugN Gaming
CALL OF DUTY - MODERN WARFARE
Older Series
Call of Duty: Black Ops II
RULES FOR COMPETITIVE