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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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The 10v10 rush ladder will be going live after 6:00pm today.
Here are some of the rules around the rush ladder.
10v10 Mortar is banned from use All Unlocks (yes all except above exemption) 2 rounds 150% tickets
Scoring is based on each mcom destroyed. Attacking teams will be required to type in global chat 'mcom down' this will enable us to check chat logs if teams are not sure of the exact time incase of an even amount of mcoms destroyed. When entering the result make sure you enter the actual mcoms destroyed. It is important that attacking teams mention the mcom destrcution. Dont forget to take screenshots of the final scoreboard as well.
The rules are in the process of added to the site so for now please refer to this information, all other aspects of the ladder are the same as CQ.
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| Tue Jun 12, 2012 1:37 pm |
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Joined: 16th October, 2010 Posts: 90
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Yay! Time to drop from the 16's ladder
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| Tue Jun 12, 2012 1:45 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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one more thing the ladder will most likely go for 14-15 weeks so it doesnt clash with 16v16 finals.
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| Tue Jun 12, 2012 1:47 pm |
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Joined: 23rd November, 2009 Posts: 425
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Psst... Malthius might want to remove his Malthtest team from the ladder before it goes live at 6 
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OeterB
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| Tue Jun 12, 2012 3:37 pm |
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Joined: 6th April, 2011 Posts: 57
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is it going to start yet?
also could we just type "md" instead of "mcom down"
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| Tue Jun 12, 2012 6:24 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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TheSamusss wrote: is it going to start yet?
also could we just type "md" instead of "mcom down" Oh yeah it is 6pm, and yeah what ever is easiest as long as we know an mcom has gone down.
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| Tue Jun 12, 2012 6:28 pm |
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Joined: 23rd November, 2009 Posts: 425
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Quote: All Unlocks (yes all except above exemption).
So, does that mean B2K and CQC weapons, too? If so, is M320 smoke underslung on the Aug A3 banned? Coz, yeah, don't know if you've seen it, but that thing is a laser beam of smoke...
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| Wed Jun 13, 2012 5:09 am |
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Joined: 1st February, 2012 Posts: 144
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^^ Agreed
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| Wed Jun 13, 2012 7:23 am |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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Dont use the weapon combinations that are affected by the glitch. So the Aug and smoke is out until its fixed.
Something official will be sent out about it.
We also have to decide on the dart as well. Not sure if that actually got fixed either.
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| Wed Jun 13, 2012 9:12 am |
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Pinge wrote: Dont use the weapon combinations that are affected by the glitch. So the Aug and smoke is out until its fixed.
Something official will be sent out about it.
We also have to decide on the dart as well. Not sure if that actually got fixed either. Agree there... they say they fixed it, but, my GOD it still seems OP/glitchy... We're going to do some tests on it later today.
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| Wed Jun 13, 2012 2:50 pm |
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Joined: 23rd November, 2009 Posts: 425
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Well, we tested. Seems M26 is working fine. Still OP to the max. Does 192% damage at point blank range, but only does 30% at medium range. So, seems fine. But yup! Smoke won't be fixed until next patch; only happens with AUG A3 + underslung smoke. Could just turn off CQC weapons, and only have B2K. Would solve the issue.
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| Wed Jun 13, 2012 4:16 pm |
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Joined: 23rd November, 2009 Posts: 425
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Any word when rules will be finalised/updated for both this and 16 CQ? Particularly map variations (i.e. 3 or 5 or 7 flag/ticket %) for CQ?
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| Thu Jun 14, 2012 11:21 pm |
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Joined: 24th May, 2012 Posts: 1
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wow, this is the stupidiest rush ladder i have ever seen. Where are the actual rules, what if both teams score an even amount of mcoms after each round? Why have a ladder when u have no guidelines for how it is supposed to be run.
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| Sun Jun 17, 2012 9:11 pm |
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Joined: 15th November, 2007 Posts: 234
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Have you read the thread?
If both teams get the same number of mcoms it is based on time.
Email from ladder admin here;
Format will be 10 v 10. Each match has a time limit of 120 minutes. Each match consists of a pre-game warm up and 2 rounds. The pre-game warm up is no more than 10 minutes. Each Round will start with ticket ratio of 150% There will be no break between rounds. Each team must have at least 8 eligible players on their side to start the match. Each team must have no more than 10 eligible players connected to the server at any time. The defending team will decide if they defend or attack in the first round. Scoring will be 1 point for every mcom destroyed. The team that destroys the most mcoms in the shortest time will be the winner. e.g. If team A destroys 3 mcoms in the first round, Team B only needs to destroy 4 mcoms in the second round to win the match or if Team A destroys 3 mcoms in 20 minutes and Team B takes 10 minutes to destroy 3 mcoms, then Team B will be the winner and Team B will enter a score that is 1 greater than Team A, ie 4-3 using the example above. When an mcom station is destroyed the attacking captain needs to type in global chat ‘mcom down’ and if possible record the time from the start of the round.
Battlelog Match Report or the end of game score board will detail the score and time for each round. This needs to be recorded so that at the end of the match the score can be added up and a winner declared.
Pretty clear to me.. which part dont you understand friend?
If you looked at the end of round scores where the time is or waited till I spoke in global and said you won by like 2 mins your post wouldn't be needed.
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| Sun Jun 17, 2012 9:15 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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Romulus did you read your email? I am guessing you didnt. Well here it is for you. i have submitted the rules to the admins and I like everyone else are waiting for them to be added. I figured why hold up the ladder for longer than it already has. Below is a brief guideline on the rules. If your not happy playing in this ladder then your more than welcome to delete your team. Quote: The following text has been sent by an administrator to all teams currently enrolled in the ladder: Season 1 for the rush ladder will open for challenges 6pm Tuesday 12th June. In the near future the rules page will be updated with a comprehensive list at the following link http://www.gamearena.com.au/pc/games/ti ... tion=rulesIn the interim here is a short list of the rules: Friendly Fire: ON Kill Cam: OFF Unlocks: ALL (All Unlocks Including B2K+) 3D Spotting: OFF Mini Map: ON Mini Map Spotting: ON Team Balance: OFF Ranked Status: OFF Regenerative Health: ON Spawn on Squad leader only: OFF Punkbuster: ON Tickets: 150% Weapon Restrictions: No use of MORTAR at all. Format will be 10 v 10. Each match has a time limit of 120 minutes. Each match consists of a pre-game warm up and 2 rounds. The pre-game warm up is no more than 10 minutes. Each Round will start with ticket ratio of 150% There will be no break between rounds. Each team must have at least 8 eligible players on their side to start the match. Each team must have no more than 10 eligible players connected to the server at any time. The defending team will decide if they defend or attack in the first round. Scoring will be 1 point for every mcom destroyed. The team that destroys the most mcoms in the shortest time will be the winner. e.g. If team A destroys 3 mcoms in the first round, Team B only needs to destroy 4 mcoms in the second round to win the match or if Team A destroys 3 mcoms in 20 minutes and Team B takes 10 minutes to destroy 3 mcoms, then Team B will be the winner and Team B will enter a score that is 1 greater than Team A, ie 4-3 using the example above. When an mcom station is destroyed the attacking captain needs to type in global chat ‘mcom down’ and if possible record the time from the start of the round. Battlelog Match Report or the end of game score board will detail the score and time for each round. This needs to be recorded so that at the end of the match the score can be added up and a winner declared. If you have any queries please post in this thread viewtopic.php?t=158212 Good luck to all teams. Regards, The GameArena Team
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| Sun Jun 17, 2012 9:16 pm |
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Joined: 23rd November, 2009 Posts: 425
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We used the MComm down technique each time we took an MComm. Hoping it worked for you, ADSA?
One thing I was wondering if we could change (and this would be aimed probably more at Malthius, since you code that side of things?), can we change the challenge process? Not much, just a bit.
Can it be made that you have to provide three different days at three different times? Rather than "three different hours"?
As an example, it would be great if we could issue a challenge with Tuesday 7.30pm, Wednesday 8pm and Thursday 8.30pm. Presently, it can't be done because 8pm and 8.30pm are considered "the same hour"...
Sometimes, yes, a 9pm game is great. But, other times, especially midweek games, it is problematic. We have, for example, 4 postal workers (i.e. up for work at 5am) and a few high school students. And seeing how some games can take 15-20 minutes to get under way (our opponent last night had issues with disconnects, etc), it can wind up a late game for some.
Thoughts?
On a separate note, it'd be tops if everyone entered their score in correctly. We won our game last night 8-0. Our opponents put in that they forfeited, so the score is showing as 8-F, which isn't a fair representation of the game. I see that one other team has done this, too.
*Edit*
Never mind. Seems our opponent has pulled out the competition after last night's game... sigh.
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| Thu Jun 21, 2012 4:35 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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oeterb wrote: Never mind. Seems our opponent has pulled out the competition after last night's game... sigh. Bullies... 
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| Thu Jun 21, 2012 4:49 pm |
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Joined: 23rd November, 2009 Posts: 425
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Pinge wrote: oeterb wrote: Never mind. Seems our opponent has pulled out the competition after last night's game... sigh. Bullies...  Haha. We didn't mean it, I swear...
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| Thu Jun 21, 2012 4:56 pm |
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Joined: 13th September, 2008 Posts: 5044
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oeterb wrote: Pinge wrote: oeterb wrote: Never mind. Seems our opponent has pulled out the competition after last night's game... sigh. Bullies...  Haha. We didn't mean it, I swear... How do you know we pulled out? and why do you allow people to play with 300ping?
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| Thu Jun 21, 2012 7:42 pm |
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Joined: 23rd November, 2009 Posts: 425
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A) Because you're no longer in the ladder ranks?
B) We had one player with a ping of 200. The game before they had normal ping. Considering it took your team 20minutes to get nine players to connect and maintain connection, surely you could consider the fact that the server may have had troubles.
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| Thu Jun 21, 2012 9:16 pm |
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Joined: 13th September, 2008 Posts: 5044
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oeterb wrote: A) Because you're no longer in the ladder ranks? but we didnt pull out, amazing isnt it. oeterb wrote: B) We had one player with a ping of 200. The game before they had normal ping. Considering it took your team 20minutes to get nine players to connect and maintain connection, surely you could consider the fact that the server may have had troubles. We had 1 guy who was using iinet and it went down state wide. You shouldn't have players rushing people using mp7's with a constant 300ping, its retarded and it shouldn't be allowed, that **** alot of people off.
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| Thu Jun 21, 2012 9:38 pm |
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Xeper wrote: oeterb wrote: A) Because you're no longer in the ladder ranks? but we didnt pull out, amazing isnt it. I apologise. When I looked earlier, you were no longer in the ladder. I made an incorrect assumption that you withdrew for whatever reason. Xeper wrote: We had 1 guy who was using iinet and it went down state wide. You shouldn't have players rushing people using mp7's with a constant 300ping, its retarded and it shouldn't be allowed, that **** alot of people off. Funny, two people on your team DC'd, not one. We were more than happy to wait, we had no problems. If you had a problem with the high pinger, you should've raised that before the game begun. But their ping floated between 150 and 200 from the screenshots I have, not 300. As I said, though, they had normal ping of 40-50 in the server before hand, lives in Brisbane, and it increased in the GA ladder server. Obviously something went wrong with their ISP during/just prior to the game. *shrugs* Apologies for that.
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| Thu Jun 21, 2012 10:11 pm |
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Joined: 13th September, 2008 Posts: 5044
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The GA web form our captain used to input the match data failed to update and our team was deleted, I dont know if that is normal but our entire team has to be registered again, lolololol.
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| Fri Jun 22, 2012 12:25 am |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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I think if you ask Adsa for the team to be restored, then he can do that.
Pretty sure if you restore a team, then it restores all the players as well.
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| Sat Jun 23, 2012 4:50 am |
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Joined: 23rd November, 2009 Posts: 425
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Sigh. Doing well. Two challenges submitted this week. One not replied to, the other declined...
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| Sun Jun 24, 2012 5:24 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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Pinge wrote: oeterb wrote: Never mind. Seems our opponent has pulled out the competition after last night's game... sigh. Bullies...  oeterb wrote: Sigh. Doing well. Two challenges submitted this week. One not replied to, the other declined... Word travels fast around here... 
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| Mon Jun 25, 2012 11:32 am |
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Joined: 23rd November, 2009 Posts: 425
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Pinge wrote: Word travels fast around here...  Well, we just challenged you 
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| Mon Jun 25, 2012 4:11 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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Mori will respond with a yes... 
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| Mon Jun 25, 2012 4:35 pm |
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Joined: 23rd November, 2009 Posts: 425
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Pinge wrote: Mori will respond with a yes...  *looks at time* Hmmm.... *looks at response deadline* Still have 15 hours left... phew!
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| Tue Jun 26, 2012 11:34 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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 have faith...it will happen.
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| Wed Jun 27, 2012 3:42 am |
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Joined: 23rd November, 2009 Posts: 425
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According to the write up over on Battlelog forums, we should be fine with DLC weapons now? Quote: * You can no longer revive someone who has switched team while being dead. This prevents a case where soldiers would be resurrected into the new team while still wearing the old team's uniform. * The "invisible boats" problem is fixed. We had something similar in BFBC2, and the same solution was applicable in BF3. * You can no longer equip the M320 Smoke grenade launcher to the underslung rail on the AUG 7. This prevents the AUG getting insanely high bullet velocity (and therefore, no discernible bullet drop). Thoughts? 
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OeterB
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| Thu Jul 05, 2012 5:10 pm |
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Joined: 23rd November, 2009 Posts: 425
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So, hey, umm, guys...
We have a request... haha.
According to the email we received, when we have a game, we get the server for 1 hour 30 minutes, correct?
Well, we just completed one of the most epic games of Rush against Team Revolt.
We both just came straight from our Ladder Conquest match (which was at 8.30pm; Rush started 9.30pm).
We started about 9.40ish. (10+ minutes of server time taken.) Probably a bit after since both teams had DC's just before we were about to begin.
And, well, AIM defended well. And 49minutes later, Revolt took all the points...
Which left us with less than 30 minutes to reply with our attack. We completed the task, but only just. I fear the server was oh so close to closing.
Can we have server time extended to two hours like the Conquest, please? If anything, the rounds are longer in Rush then they are CQ.
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Last edited by oeterb on Mon Jul 09, 2012 4:55 am, edited 2 times in total.
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| Sun Jul 08, 2012 11:11 pm |
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Joined: 19th September, 2003 Posts: 982
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must have been the most epic match ever! Nosahr Canals usually does that, it's so intense. 49 minutes has to be a record, must have got to 5-10 tickets for 5 stages.
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| Sun Jul 08, 2012 11:13 pm |
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spin wrote: must have been the most epic match ever! Nosahr Canals usually does that, it's so intense. 49 minutes has to be a record, must have got to 5-10 tickets for 5 stages. We were on Kharg. First zone, rvlt had 0 tickets left and took the last MComm. Zone 2 was about 10 tickets. Zone 4 was about 40 tickets. AIM and rvlt had just played each other in an epic CQ match, too. Definitely an epic game of Rush. Put it this way, I had to take a bathroom break mid-round. I'm not a Colonel 100, so I don't have a bucket... Haha.
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| Sun Jul 08, 2012 11:31 pm |
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Joined: 24th October, 2003 Posts: 362
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Someone challenge bR, I have noticed that both ladders are pretty quiet considering the number of teams.
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| Mon Jul 09, 2012 11:15 am |
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Lightning wrote: Someone challenge bR, I have noticed that both ladders are pretty quiet considering the number of teams. We've had three games in 3 weeks, and between this and CQ, we've been getting two games a week since they started. Add in scrims and potentially joining other ladders, we're pretty busy. Why don't you issue the challenge? If bR is who I think they are, you're in a position where plenty of teams can be challenged, so do it? 
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| Mon Jul 09, 2012 2:41 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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Yeah i will see if we can tweak the server times. Last thing we want is for the server to finish with games like these.
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| Mon Jul 09, 2012 3:00 pm |
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Joined: 23rd November, 2009 Posts: 425
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Is the 150% tickets too many? Makes it VERY hard to stop a team from taking a zone; you can slow them down, but very hard to stop them completely. Not impossible, but hard.
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OeterB
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| Mon Jul 09, 2012 4:25 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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I think 150 is spot on, If you have a very good defence you wont have any issues.
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| Mon Jul 09, 2012 4:37 pm |
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Joined: 23rd November, 2009 Posts: 425
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Adsa wrote: I think 150 is spot on, If you have a very good defence you wont have any issues. I will say it makes for some epic games. Our last two (Revolt and Sons of Tzu) have been a lot of fun, intense, gruelling battles. I do find it amusing that Rush often lasts longer than Conquest though. Heh.
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| Mon Jul 09, 2012 5:19 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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Conquest is a constant drain on tickets and Rush you can actually replenish tickets up to a point, for achieving a phase.
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| Tue Jul 10, 2012 12:22 am |
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Joined: 23rd November, 2009 Posts: 425
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Pinge wrote: Conquest is a constant drain on tickets and Rush you can actually replenish tickets up to a point, for achieving a phase. I know, but let me enjoy my little linguistic irony that a game called rush is slow. 
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OeterB
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| Tue Jul 10, 2012 12:49 am |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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My bad... 
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| Wed Jul 11, 2012 12:57 am |
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any chance we can get the rules put into the rules section. also what do we enter for a draw?
_________________ harkkon: oi i just wanna say aswell mattatuide what the **** is with your sig? is it like a joke orr?..I mean I can understand why people wud display there stats if they were good, but **** man..you need to find your missing chromozes?
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| Mon Aug 06, 2012 10:02 pm |
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GameOp
Joined: 30th May, 2003 Posts: 3353 Location: Over there ->
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mattatuide wrote: any chance we can get the rules put into the rules section. also what do we enter for a draw? The rules are in teh admins hands, I guess they are a little busy at the moment. As for a draw the team with the shortest time is the winner so enter 0 for the looser and 1 for the winner.
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| Tue Aug 07, 2012 5:54 am |
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mattatuide wrote: also what do we enter for a draw? Just to expand on what ADSA just said. If both teams take all 8 points (or 6 points, for some maps), then the team that took all the points in the quickest time wins. If both teams only take 3 points (for example), and doesn't get the 4th, then the team that took the 3 points the quickest is the winner. Note, as captain, you'll have to take note of when the MComm was taken (or just type "MComm Down" into chat so that it can be determined by chat logs if necessary) to determine this, as, if all the points are not taken, the round time is not the time it took to take the 3 points, but, rather, the time it took to take 3 points and then for the remaining tickets to be drained. If both teams fail to take a single point, uh... no idea. I don't think anyone has ever had that problem?
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OeterB
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| Tue Aug 07, 2012 4:46 pm |
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Joined: 16th July, 2002 Posts: 347
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Hey guys, quick question
when does this Rush ladder season finish?
cheers
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| Tue Sep 11, 2012 5:29 pm |
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Joined: 23rd November, 2009 Posts: 425
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Quote: To Clan Captains,
The roster lock for season 1 will be on Friday the 14th with the ladder locking for finals on Friday the 28th.
For roster lock any player with a team joining date after Friday the 14th will be ineligible to participate in the finals series.
More information in relation to the finals format will be emailed to team captains once the final top 8 teams have been decided.
Good luck to all teams.
Regards, The GameArena Team
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OeterB
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| Wed Sep 12, 2012 12:10 pm |
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Joined: 16th July, 2002 Posts: 347
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Thanks
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| Wed Sep 12, 2012 10:40 pm |
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GameOp
Joined: 23rd May, 2006 Posts: 3035
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Roster lock in 2 days, then 2 weeks for ladder lock.
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| Wed Sep 12, 2012 10:46 pm |
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