Updated Fraggednation Rules

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    STORMTROOPER729

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    Updated Fraggednation Rules

    Post by STORMTROOPER729 on Wed May 11, 2011 6:28 am

    Here is the most up to date rule list for fraggednation squad rush matches, conquest is just about the same except it doesn't list info about mcoms of corse. Will update list accordingly. Just putting it here so it's easy for people to find.

    - Ladder games are to be played on Squad Rush 4 vs 4

    - Ladder games will Cover 3 maps in total - 3 FN rounds (actually 6 rounds, 2 on each map)

    - Each M-COM destroyed is worth 1 point.

    - The squad with the most points at the end of 3 rounds is the winner.

    - In the event of sudden death, when the scores are tied the attacking team win on the next M-COM the goes or if defended for 20 tickets on 1 M-COM, defending team win.

    - The sudden death map should be whatever the 3rd round was picked by FN at random.

    - NO Mortar strikes at any time

    - The MCOM is not to be destroyed intentionally by any means other then a plant however it can be damaged. Demolition 2.0 is banned.

    - Traps can be set on and around the M-COM as long as it doesn't 100% destroy the M-COM.

    - Subbing plays is not permitted without the ladders Head Admins' approval once the first round has started.

    - If a player losses connection to the game it is the discretion of the teams captian to contact the other captian and request a pause if required.

    - When entering a new map after the loading screen all players must check to make sure that both teams have 4 players on them, if they don't - weapons red! NO ATTACKING THE ENEMY while they get their members back in or capturing flags, stay in your spawn area.

    - If a single round is a tie in M-COM's taken or defended then the round is is recorded as a win-win for both teams in the post match report.

    - You cannot sub a player from another team that is competing in the same ladder as it's a conflict of interest.

    - No arming or disarming the M-COM through walls and floors.

    - Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

    - A "Lag Test" must be completed prior to starting the match. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, the first map that is scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.

    - No tauting the enemy team. This would include teabagging, shooting them after they're dead and all forms of. Must show respect to those you're playing at all times.

    FAILING TO PLAY BY THESE RULES COULD RESULT IN A PENELTY QUESTIONS SHOULD BE DIRECTED TO THE HEAD ADMIN(S) OF THE LADDER


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    kakkura49
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    Re: Updated Fraggednation Rules

    Post by kakkura49 on Fri May 13, 2011 6:31 pm

    thank you for this, storm.


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    STORMTROOPER729

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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Mon May 16, 2011 5:44 am

    http://www.fraggednation.com/forum/topic/Mortor-strikes-are-now-legal-18068
    Will add this soon. Mortor strikes will be legal for the SUMMER season. They are still illegal for this season, the spring season.


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    DentedBullet

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    Re: Updated Fraggednation Rules

    Post by DentedBullet on Mon May 16, 2011 10:44 am

    Why will they be legal? I think most people liked the old rule.
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    Dolo

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    Re: Updated Fraggednation Rules

    Post by Dolo on Mon May 16, 2011 11:29 am

    Yep and thanks for the rules I didn't know about the shooting of corpses
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    Moliat
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    Re: Updated Fraggednation Rules

    Post by Moliat on Mon May 16, 2011 1:09 pm

    STORMTROOPER729 wrote:-No ... shooting them after they're dead.

    Oops, I emptied a half-full MG36 magazine into one of the krauts in B4L after I had killed them (he was teabagging me earlier).


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    STORMTROOPER729

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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Mon May 16, 2011 6:49 pm

    DentedBullet wrote:Why will they be legal? I think most people liked the old rule.

    If you would of clicked on the link you would of saw this cheers
    Mortor strikes are now legal for this season!

    This has been enabled to keep form with teams that also run Gamebattles.


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    STORMTROOPER729

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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Mon May 16, 2011 6:52 pm

    Moliat wrote:
    STORMTROOPER729 wrote:-No ... shooting them after they're dead.

    Oops, I emptied a half-full MG36 magazine into one of the krauts in B4L after I had killed them (he was teabagging me earlier).

    Lol and they said that it wasnt very nice or good reputation for our team when babykilla was "dancing" in the kill cam.


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    ChinaDarwin44

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    Re: Updated Fraggednation Rules

    Post by ChinaDarwin44 on Mon May 16, 2011 7:14 pm

    STORMTROOPER729 wrote:
    Moliat wrote:
    STORMTROOPER729 wrote:-No ... shooting them after they're dead.

    Oops, I emptied a half-full MG36 magazine into one of the krauts in B4L after I had killed them (he was teabagging me earlier).

    Lol and they said that it wasnt very nice or good reputation for our team when babykilla was "dancing" in the kill cam.

    Dancin in the kill kam...that's hilarious. How would you have time to do that without risk getting shot or losing an objective...I wanna see this dance!

    Sometimes on vanilla, I see people who spin around after a kill, so its harder to know exactly where they are, I think it works sometimes, but other times they just look stupid...
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    TheHellKat

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    Re: Updated Fraggednation Rules

    Post by TheHellKat on Tue May 17, 2011 3:24 am

    There are a number of supposed tricks to hiding where you are, spinning, looking down, facing a wall... none of them actually work.

    There are times when the game doesn't show enemy location, but this is a glitch in the game and not an exploitable one.

    Its completly random, and imho very bad from to be seen trying to exploit.

    Since there is no way for you to know if the enemy has seen your position or not, its always best to assume they know exactly where you are, and act accordingly.
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    Re: Updated Fraggednation Rules

    Post by riafomh on Tue May 17, 2011 8:53 am

    Katzai wrote:There are times when the game doesn't show enemy location, but this is a glitch in the game and not an exploitable one.
    There's no kill-cam on Hardcore mode.


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    TheHellKat

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    Re: Updated Fraggednation Rules

    Post by TheHellKat on Tue May 17, 2011 9:13 am

    Yes but he was refering to ways people use to try to stop their victims from seeing their position in the killcam, there is no sure fire way to do this as the times when it doesn't happen is due to a non-exploitable glitch.
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    STORMTROOPER729

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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Tue May 17, 2011 6:03 pm

    UPDATE!! Summer ladders will be using EST for time zone


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    kakkura49
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    Re: Updated Fraggednation Rules

    Post by kakkura49 on Thu May 26, 2011 1:05 pm

    so, from now on its +5 for UTC time?


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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Fri May 27, 2011 8:22 am

    kakkura49 wrote:so, from now on its +5 for UTC time?
    Summer ladder hasn't started yet. But once it does the times for matches set up on will use EST.


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    DentedBullet

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    Re: Updated Fraggednation Rules

    Post by DentedBullet on Fri May 27, 2011 5:15 pm

    Why fix something which isn't broken. This is bullshit! We have already had enough time problems.
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    kakkura49
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    Re: Updated Fraggednation Rules

    Post by kakkura49 on Tue May 31, 2011 1:23 pm

    EST meaning eastern standard right? our time, -5 UTC? and so for all others, they will need to +5 in order to get UTC time..... I know Im just hurting my brain, but I just want this info in the event that I or someone else needs it :P


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    Re: Updated Fraggednation Rules

    Post by riafomh on Tue May 31, 2011 5:19 pm

    To hurt your brain more, don't forget about the Daylight Savings Time.

    So 5pm EST, when DST is in effect, means that your 'non-DST' time is 4pm. Now add your +5 to get the GMT/UTC time, of 9pm, or 2100 hrs. Core UTC time is never adjusted by Daylight Savings - it NEVER applies.

    Get it?

    9pm(UTC) - 5 hours to get EST = 4pm, then add +1 hr for DST = 5pm(EST w/ DST included)

    Max... back me up on this...


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    reclaimer_117

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    Re: Updated Fraggednation Rules

    Post by reclaimer_117 on Tue May 31, 2011 5:22 pm

    I think for extra fun they should switch it to -7UTC next time. Then put it to +3UTC. This will keep the teams on their toes, and make sure that only the mathematically gifted survive.
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    STORMTROOPER729

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    Re: Updated Fraggednation Rules

    Post by STORMTROOPER729 on Wed Jun 01, 2011 3:44 am

    They should have it automatically convert it to your local time. It shows the local time on top of the screen next to your name. Why can't they do it for setting up matches?


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    TheHellKat

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    Re: Updated Fraggednation Rules

    Post by TheHellKat on Wed Jun 01, 2011 3:52 am

    All they need is the UTC +/- how ever much it is for your time zone. Thats not actually a very complicated script with the level of interactivity they already have, infact with a little tweaking they can adapt the time script they already use to do both to prevent any possibility of scripting non compatabality.
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    kakkura49
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    Re: Updated Fraggednation Rules

    Post by kakkura49 on Wed Jun 01, 2011 6:52 am

    Headshot Mind=Blown


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    Re: Updated Fraggednation Rules

    Post by TheHellKat on Wed Jun 01, 2011 7:00 am

    kakkura49 wrote: Headshot Mind=Blown

    I'll try to use shorter words next time Wink

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