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BC2 Season 2 - rules

BC2's back - now that we've whittled the BC2-playing population to the core users, lets put together some teams and have another broo-ha-ha!

BC2 Season 2 - rules

Postby Axe99 » July 30th, 2010, 11:03 am

Game format

The default game mode for the tourney is 4v4 Squad Rush - the "standard war" will be three maps, with an attack and defend cycle on both (so four rounds in total - the game should go from 25-40 minutes, depending on tactics and the like). The match should be set up as 'Squad Rush', with map selection to Random.

alternative game formats

If both clans have more than 4 people on that night, they're welcome to:

- Run two squad rush games in parallel - each map from each game counts on the for and against
- Run a Conquest game (one map)
- Run a large Rush game (one map, both attack and defend cycle)

Edit (30-04-10): Clans are welcome to vary the length of the wars to suit their preferences - these settings are just the 'baseline'. But if there's any disagreement or confusion, this is the way to play it.

Settings

There's not much to worry about in the way of settings. We'll play on non-Hardcore by default, but if both sides want to play hardcore, by all means do. However, if one want to play Hardcore and another normal, then normal is the way to go.

Posting results

For results to count, they need to be posted on this forum, include a list of everyone who played (each team is responsible for listing their own players), with a for and against of rounds. Because it's a knockout style tourney, teams must play until there is a result. ie, one side has 2 more 'rounds' than the other (think of it a bit like tennis). For standard 4v4 squad rush games, after 8 rounds (4 maps, with sides taking turns to pick 'em), if there's no result, switch formats to Conquest to make sure we can have a result. Note that these 8 rounds don't need to be all on the one night, nor does the Conquest round.

If you're play a larger game of rush in the finals, play through 4 rounds (2 maps), then switch over to Conquest to force a result.

Organising games

Games are to be organised at a consensus time for both teams. If sides can't agree to a time and are unable to play, then then the result will be determined randomly. However, if one side is willing to play at a range of times, and the other team doesn't make an effort to arrange a time, then the side not making an effort will forfeit. However, it's important this is clearly established - organise games early, and with contact every contact available for that team).

Glitches and etiquette

Glitches are not tolerated - if someone is found glitching, then that team will forfeit that game, and the played in question will be virtually tarred and feathered. So far we're not away of a lot of glitches on BC2, but it's apparently possible to defuse M-Com station A on Atacama desert through a metal floor - this is considered a glitch in this tourney (as is using C4 through the floor here). Will update this post if we come across anything else.

In terms of etiquette, the things to avoid are:
- spawn camping - obviously there's grey lines here, but sitting in the enemy's spawn popping 'em off as they appear is bad form. Note that there are special guidelines for Panama Canal - see dedicated announcement thread in this section.
- defusing M-Com stations through wooden floors - it's hard to say if it's a glitch or not, but it's not really kosher. However, if there's a big hole in the floor, and you can poke your head up through it to the M-Com station, then it's alright - just make sure there's part of you next to the M-Com station, rather than all of you under it ;).
- using AT mines or C4 to blow up M-Com stations.
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Re: BC2 Season 2 - rules

Postby Sk8rMatt » July 30th, 2010, 12:07 pm

Solid base of rules Axe, looks all good to move ahead with :D
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Re: BC2 Season 2 - rules

Postby Axe99 » July 30th, 2010, 12:18 pm

Thanks Matt :) Only change from season one has been to take out C4 as an option for removing M-Coms, given how this tactic has evolved over time ;).
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Re: BC2 Season 2 - rules

Postby JorDogg » July 30th, 2010, 12:41 pm

Axe99 wrote:Thanks Matt :) Only change from season one has been to take out C4 as an option for removing M-Coms, given how this tactic has evolved over time ;).


Good Move, we did that for our game with EAF and it made it so much better!
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Re: BC2 Season 2 - rules

Postby DOMO-RIC » July 30th, 2010, 6:24 pm

Axe99 wrote:Only change from season one has been to take out C4 as an option for removing M-Coms, given how this tactic has evolved over time ;).

Great call, public rush is pretty much ruined because of this. Let the games BEGIN!
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Re: BC2 Season 2 - rules

Postby Asmodeus317 » July 30th, 2010, 6:54 pm

There's no C4 or AT mines but what about Rockets?
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Re: BC2 Season 2 - rules

Postby slydog81 » July 30th, 2010, 8:06 pm

excellent stuff axe suits EAF just fine

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Re: BC2 Season 2 - rules

Postby DOMO-RIC » July 30th, 2010, 8:44 pm

Asmodeus317 wrote:There's no C4 or AT mines but what about Rockets?

I think rockets are all good. One person with C4 or AT mines can blow the M-COM pretty much staight away, where as rockets you need (I actually have no idea, but I'm going to guess) at least 6-10? And it would be a pretty dangerous tactic for all four members of your squad to charge at the M-COM shooting off rockets!

But probably good to get some official word from the boss.
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Re: BC2 Season 2 - rules

Postby Axe99 » July 30th, 2010, 9:24 pm

Aye, rockets are fine - rocketing doesn't smash it in one hit, and I haven't seen any games made a mess of by rocketeers. C4 and AT mines, on the other hand.....
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Re: BC2 Season 2 - rules

Postby Outlaw213 » July 31st, 2010, 5:38 am

Yeah rockets should be fine.
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Re: BC2 Season 2 - rules

Postby CallFire » July 31st, 2010, 8:52 am

I find rockets a real pain in squad rush, the attacking team can sit back near their spawn on some maps and just hammer the building holding the mcom from a distance bringing the building down. Mortars cause the same issue too which is why they are usually banned from squad rush games as with only 4 players and 2 stages it's nigh on impossible for the defenders to stop.
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Re: BC2 Season 2 - rules

Postby Axe99 » July 31st, 2010, 9:47 am

I'm happy to leave out mortars and rockets if enough people want them out - what say everyone?
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Re: BC2 Season 2 - rules

Postby slydog81 » July 31st, 2010, 11:37 am

well EAF doesnt use c4 or rockets in squad rush,
c4 for me is a no go its cheap ,rockets i guess each to thier own but i know our guys never use them

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Re: BC2 Season 2 - rules

Postby Nervallah » July 31st, 2010, 12:29 pm

Never have used mortar strikes, C4 or Tank mines but I do like to use rockets now and then, I would like them left in unless there is strong protest for them been removed. I am not going to go over the mountains of reasoning as I will only likely to be playing in this tournament if there is a desperate need for a player and thus a listing of a simple opinion is sufficent.
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Re: BC2 Season 2 - rules

Postby Asmodeus317 » July 31st, 2010, 2:08 pm

I have two minds about destroying buildings. On one side it's a legit tactic but on the other it cuts out half the game effectively, what do you guys think?
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Re: BC2 Season 2 - rules

Postby Sk8rMatt » July 31st, 2010, 2:10 pm

I believe that building destruction is a big part of the strategic element of BFBC2, I would leave them in.
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Re: BC2 Season 2 - rules

Postby DOMO-RIC » July 31st, 2010, 6:10 pm

I think using D2.0 is a legit tactic. It still takes a while to bring the building down, unlike the one hit wonder of C4 and AT mines. Valp and Atamaca have no destroyable M-COM buildings. The other three maps only have one each.
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Re: BC2 Season 2 - rules

Postby Axe99 » July 31st, 2010, 7:46 pm

I reckon we leave them in then - that sounds like the balance of opinion. Don't worry Callfire, if you play us, we won't be using them on ya ;).
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Re: BC2 Season 2 - rules

Postby GTR34mh » August 1st, 2010, 1:01 am

Phew, no C4/AT mines on the objectives. I hate playing 'Battlefield: Bad Terrorist Simulator 2'. Bores me to hell and back.

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Re: BC2 Season 2 - rules

Postby Axe99 » August 3rd, 2010, 12:22 pm

UPDATED - to reflect that each round is now 3 maps, and that the third map will default to Laguna Alta if there's no agreement (any issues with this as a default, let me know, just threw it in there as it's a fairly issue-free map).
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