6v6 Season 35 powered by Copenhagen Games Rules

1. Season 35

1.1. Tier System

1.2. Playoffs and Tiebreakers

1.3. No mercenary (“merc”) allowed unless your opponent agrees

1.3.1. Perma-mercs are not allowed

1.3.2. A team can use up to a maximum of one merc in Grand Final matches

1.4. Teams with three Default Losses or two Default Losses in a row will be expelled from the season

 

2. 6v6 Rules

2.1. Classlimits

2.2. Maps

2.3. Rosters must contain a minimum of six players

2.4. Minimum of five players needed to play a match

 

1. Season 35

1.1. Tier System

All teams will be split into different tiers according to their skill level, past season results and stability. In the highest tiers (Premiership, Division 1 and Division 2), teams will play everyone in a Round Robin format. In the remaining tiers, every team will play seven fixtures against similarly skilled opponents over two maps in a Swiss-Style System.

Three points will be awarded for each map won. No points are given for a loss. In case of a draw a decider round will be played (also commonly referred to as “Golden Cap”), where two points will be given for a win and one point for a loss. League points are awarded purely by winning maps, the number of captures has no effect on league points themselves. Captures only determine which team wins a map.

1.2. Playoffs and Tiebreakers

Playoffs will be held after the main season ends. The schedule can be found on the competition’s hub page.

Premiership playoff matches will be arranged as follows:

4th vs 3rd, time TBA

Winner vs 2nd, time TBA 

Winner vs 1st, time TBA

The days may be changed to a day before the Premiership Finals date if all affected teams agree.

Maps will be chosen by the teams using the Map elimination system with seeding coming from the placement in the main season, see General Rules 8.3.

Teams tied for the #1-4 spots in Premiership or the playoff spots in their respective tier will be split using the following methods.

  1. Head-to-Head record (If applicable)
  2. Tiebreaker Score
  3. Rounds scored

If the first method does not split the teams, the second method will be used. If the second method does not split the teams, the third method will be used.

The tiebreaker score is detailed as follows:

For each match, calculate the ratio of points the team earned compared to the maximum, and multiply this by the opponent’s total score in the competition. Use only scores and opponents from “valid” matches (i.e. matches that were not default wins and were not against dropped opponents).

Calculate the sum of all scores calculated via the above method.

Divide the sum by the number of “valid” matches played.

1.3. No mercenary (“merc”) allowed unless your opponent agrees

“Mercs” or “ringers” are players that are not on the roster of your team. You may not use a merc at any time during a match unless your opponent agrees. If a team wants to use a merc, they must contact the opponent before the match starts and ask if the merc is allowed to play and on which class. If the opponent agrees, make sure a log of the agreement is taken and provided in the match comments, together with links to the mercs’ ETF2L profile. 

To avoid any confusion: If a player is accepted on a specific class they must play this class and are not allowed to switch to another class unless the opponent approved beforehand. If no restrictions were proposed, the player can play any class.

Switching a merc to a different class without permission will result in a punishment.

All mercs have to be registered on ETF2L. 

Using an unregistered or unapproved merc will result in a default loss and a warning for the offending team.

A team can use up to a maximum of two mercs, even if the opponent would allow the use of more than two mercs. This includes players who are still shown as unverified on the team’s roster.

1.3.1. Perma-mercs are not allowed

A player can only be used as a merc three times for one and the same team per season (regardless of the player being an approved merc). If a player has been used as a merc three times for a team already they are not allowed to join the team in question. After the fourth match as a merc for the same team, the player is considered a perma-merc and the team may be punished.

If a player is caught or reported perma-mercing, we will review the case and decisions made will be at the full discretion of the admin team and all circumstances will be taken into account.
Note: In accordance with General Rule 2.3, two team changes per competition are tolerated.

1.3.2. A team can use up to a maximum of one merc in Grand Final matches

A team can use up to a maximum of one merc in a Grand Final match of any tier, even if the opponent would allow the use of more than one merc.

1.4. Teams with three Default Losses or two Default Losses in a row will be expelled from the season

If a team receives a third Default Loss or has been given a Default Loss twice in a row, they will be expelled from the league for the running season.

2. 6v6 Rules

2.1. Classlimits

Class limits are set to: 

1 Medic, 1 Demoman, 1 Heavy, 1 Engineer, 1 Sniper, 1 Pyro and 2 Scouts, 2 Soldiers, 2 Spies

It’s prohibited to go in spec to have a quicker class change.

2.2. Maps

In the 6v6 format 5CP maps (such as cp_process) and KOTH maps (such as koth_product) are played.

  • 5CP 

The time limit is set to 30 minutes (mp_timelimit 30) and the win difference to five (mp_windifference 5). The first team to reach a five point lead will win, otherwise the map is played until the timer runs out. If the score is tied after the timelimit has been reached, a decider round (Golden Cap) will have to be played.

  • Golden Cap in 5CP

The Golden Cap’s time limit is set to 15 minutes (mp_timelimit 15) and the win limit is set to 1 (mp_winlimit 1). If neither of the teams manage to get a round in this time, they must play a second Golden Cap round. Whoever captures the middle point first is then declared the winner.

The winner of a map that ended with a Golden Cap round is awarded two points, the loser one point.

  • KOTH (King Of The Hill)

There is no time limit. However a win limit of three (mp_winlimit 3) is set. Which means the first team to reach three points will win. 

When the results of any KOTH map in 6v6 are 3-2 this will count as a Golden Cap win/loss. This change is an effort to divide points fairer as in the current system there is no difference from a 3-2 loss and a 3-0 loss on KOTH maps. Please remember to check the Golden Cap box if your match had a scoreline of 3-2 when submitting results.

2.3. Rosters must contain a minimum of six players

The roster must consist of a minimum of six players to be eligible to sign up to competitions.

2.4. Minimum of five players needed to play a match

Teams need at least five players to play a scheduled 6v6 match. A team can ask their opponent to allow a merc (maximum of two during the regular season and playoffs; one in Grand Final matches) to play for their team. If you are not able to field six players, you can choose to play 5v6. 

If you are not able to field five players, a default win will be given to the opposing team.