Difference between revisions of "Standard community competitive format"

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[[Image:Competitive Kritzkrieg.png|right|thumb|400px|Though standard format has random [[crits]] off, [[Medic weapons (competitive)#Kritzkrieg|Kritzkrieg]] can still be used to swiftly change the tide of a game.]]
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{{Update}}
:''This article is for [[competitive play]].''
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[[File:Competitive Kritzkrieg.png|right|thumb|400px|Though the standard format has random [[Critical hits|crits]] turned off, the [[Medic weapons (competitive)#Kritzkrieg|Kritzkrieg]] can still be used to swiftly change the tide of a game.]]
  
The '''standard competitive format''' is the common rule set used by the largest and most serious TF2 leagues. Not all leagues follow all of these rules exactly, but most major ones do, and most competitive players scrim with them on. Settings not listed here are either default, don't impact gameplay options, or significantly vary by league.
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{{Competitive}}
  
Most who play in leagues that follow the standard competitive format use the [[standard competitive lineup]].
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The '''standard competitive format''' is a set of customs and rules accepted by most ''Team Fortress 2'' leagues. No league is required to follow these rules, but most major ones do, and most competitive players practice with them on. Settings not listed here are either left as default, do not impact gameplay, or significantly vary by league.
  
===Team Sizes===
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Most who play in leagues that follow the standard competitive format use the [[Standard competitive lineup|standard lineup]] as well.
Teams are limited to 6 players each. Most leagues allow teams to start with 5 players if they are unable to field a sixth (though it is common practice to give opponents extra time to find all of their players if they are having trouble). Teams unable to field more than four players generally incur a forfeit loss.
 
  
===Class Limits===
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=== Team sizes ===
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Teams are limited to six players each. Most leagues allow teams to start with less players if they are unable to field a sixth (though it is common practice to give opponents some extra time to find all of their players if they are having trouble). Teams unable to field more than four players generally incur a forfeit loss.
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=== Class limits ===
 
Classes are limited as follows:
 
Classes are limited as follows:
* '''2 [[Scout (competitive)|Scouts]]''' or fewer at any given time
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* '''2 [[Scout (competitive)|Scout]]''' players or fewer at any given time
* '''2 [[Soldier (competitive)|Soldiers]]''' or fewer at any given time
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* '''2 [[Soldier (competitive)|Soldier]]''' players or fewer at any given time
* '''2 [[Pyro (competitive)|Pyros]]''' or fewer at any given time
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* '''1 or 2 [[Pyro (competitive)|Pyro]]''' player(s) or fewer at any given time (varies by league)
* '''1 [[Demoman (competitive)|Demoman]]''' or fewer at any given time
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* '''1 [[Demoman (competitive)|Demoman]]''' player
* '''1 or 2 [[Heavy (competitive)|Heavies]]''' or fewer at any given time (varies by league)
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* '''1 or 2 [[Heavy (competitive)|Heavy]]''' player(s) or fewer at any given time (varies by league)
* '''1 [[Medic (competitive)|Medic]]''' or fewer at any given time
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* '''1 or 2 [[Engineer (competitive)|Engineer]]''' player(s) or fewer at any given time (varies by league)
* '''2 [[Sniper (competitive)|Snipers]]''' or fewer at any given time
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* '''1 [[Medic (competitive)|Medic]]''' player or fewer at any given time
* '''2 [[Spy (competitive)|Spies]]''' or fewer at any given time
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* '''1 or 2 [[Sniper (competitive)|Sniper]]''' player(s) or fewer at any given time (varies by league)
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* '''2 [[Spy (competitive)|Spy]]''' player(s) or fewer at any given time
  
===Criticals===
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=== Criticals ===
Random [[Critical_hit|crits]] are disabled.
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Random [[Critical hits|crits]] are disabled.
  
All non-random crits still function, so long as their status is relevant (for example, [[backstab]]s will not crit, but still deal 200% of the target's current hit points anyways).
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All non-random crits still function - for example, headshots from a Sniper Rifle will still deal critical damage. Backstabs do not critical hit, but still deal 200% of the targets current health.
  
===Damage Spread===
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=== Damage spread ===
 
Damage spread is disabled.
 
Damage spread is disabled.
  
 
This means that damage randomization is removed, but damage ramp-up and falloff based on distance still occurs.
 
This means that damage randomization is removed, but damage ramp-up and falloff based on distance still occurs.
  
===Weapon Spread===
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=== Weapon spread ===
 
[[Image:Fixed weapon spread.png|right|thumb|303px|Pellet spread with tf_use_fixedweaponspreads 1.]]
 
[[Image:Fixed weapon spread.png|right|thumb|303px|Pellet spread with tf_use_fixedweaponspreads 1.]]
 
Fixed weapon spread is enabled.
 
Fixed weapon spread is enabled.
  
This means that pellet-style weapons (Shotgun, [[Scout weapons (competitive)#Scattergun|Scattergun]], [[Scout weapons (competitive)#Force-A-Nature|FAN]], [[Scout weapons (competitive)#Shortstop|Shortstop]]) fire pellets in a nonrandom pattern. The pattern is composed of 9 hitscan paths spaced like a 3x3 grid, with one extra pellet going down the center (or, for the FAN, two extra going down the center and one extra going down the middle-right path).
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This means that pellet-style weapons (Shotgun, [[Scout weapons (competitive)#Scattergun|Scattergun]], [[Scout weapons (competitive)#Force-A-Nature|Force A Nature]], [[Scout weapons (competitive)#Shortstop|Shortstop]]) fire pellets in a defined pattern. The pattern is composed of 9 hitscan paths spaced like a 3x3 grid, with one extra pellet going down the center (or, for the [[Force-A-Nature]], two extra going down the center and one extra going down the middle-right path).
 
 
===Stopwatch===
 
Attack-defend maps use stopwatch.
 
  
This means that if both teams capture the same number of points when on offense, the team that did so faster wins that round.
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=== Stopwatch ===
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Attack/Defend and Payload maps use stopwatch scoring.
  
===Timed CTF===
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This means that if both teams capture the same number of points when on offense, the team that did so faster wins that round. There are cases, for example, if a team caps three points on a Payload map, but they didn't complete the full map, then the other team is able to use the default game time to cap one point high than the other team. They may also still win if they are able to get the three points faster than the other team.
CTF matches are played to a specific time limit (as opposed to score goal, though there may be a mercy rule).
 
  
This means that a given half of a match will continue playing until the timer runs out. Most leagues tally points from all halves into final scores (assuming there is more than one half) to determine the winner. Some leagues enact mercy rules, which end the game early if one team gets an insurmountable point lead over the other.  Crits on capture is disabled.
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=== Grave talk ===
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Grave talk (team talk) is enabled, but a large majority of players use an external program (such as Mumble or Discord) for voice communication.
  
===Teamtalk===
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This means that team members can use in-game voice and text chat with each other even while dead. Unfair ghosting is prevented by only allowing dead players to spectate allies, with third-person and free-roam spectating disabled.
Teamtalk, if specified at all, is enabled.
 
  
This means that team members can use in-game voice and text chat with each other even while dead (though most teams use external voice programs like Mumble regardless). Unfair ghosting is prevented by only allowing dead players to spectate allies, with third-person and free-roam spectating disabled.
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=== Customization ===
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All game models, textures, and particles are forced to default via <code>sv_pure 2</code>.
  
===Customization===
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The <code>wait</code> command may or may not be disabled. Some scripts may be allowed depending on the league.
All game models, textures, and particles are forced to TF2 defaults via <code>''sv_pure</code> 2''.
 
  
The <code>''wait''</code> command may or may not be disabled. Scripts otherwise function normally and are permitted, so long as they're not exploitative.
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Custom [[Heads-up display|HUDs]] are allowed in full.
  
Custom HUDs are allowed in full.
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{{Competitive nav}}

Latest revision as of 23:19, 17 November 2023

Though the standard format has random crits turned off, the Kritzkrieg can still be used to swiftly change the tide of a game.
This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.

The standard competitive format is a set of customs and rules accepted by most Team Fortress 2 leagues. No league is required to follow these rules, but most major ones do, and most competitive players practice with them on. Settings not listed here are either left as default, do not impact gameplay, or significantly vary by league.

Most who play in leagues that follow the standard competitive format use the standard lineup as well.

Team sizes

Teams are limited to six players each. Most leagues allow teams to start with less players if they are unable to field a sixth (though it is common practice to give opponents some extra time to find all of their players if they are having trouble). Teams unable to field more than four players generally incur a forfeit loss.

Class limits

Classes are limited as follows:

  • 2 Scout players or fewer at any given time
  • 2 Soldier players or fewer at any given time
  • 1 or 2 Pyro player(s) or fewer at any given time (varies by league)
  • 1 Demoman player
  • 1 or 2 Heavy player(s) or fewer at any given time (varies by league)
  • 1 or 2 Engineer player(s) or fewer at any given time (varies by league)
  • 1 Medic player or fewer at any given time
  • 1 or 2 Sniper player(s) or fewer at any given time (varies by league)
  • 2 Spy player(s) or fewer at any given time

Criticals

Random crits are disabled.

All non-random crits still function - for example, headshots from a Sniper Rifle will still deal critical damage. Backstabs do not critical hit, but still deal 200% of the targets current health.

Damage spread

Damage spread is disabled.

This means that damage randomization is removed, but damage ramp-up and falloff based on distance still occurs.

Weapon spread

Pellet spread with tf_use_fixedweaponspreads 1.

Fixed weapon spread is enabled.

This means that pellet-style weapons (Shotgun, Scattergun, Force A Nature, Shortstop) fire pellets in a defined pattern. The pattern is composed of 9 hitscan paths spaced like a 3x3 grid, with one extra pellet going down the center (or, for the Force-A-Nature, two extra going down the center and one extra going down the middle-right path).

Stopwatch

Attack/Defend and Payload maps use stopwatch scoring.

This means that if both teams capture the same number of points when on offense, the team that did so faster wins that round. There are cases, for example, if a team caps three points on a Payload map, but they didn't complete the full map, then the other team is able to use the default game time to cap one point high than the other team. They may also still win if they are able to get the three points faster than the other team.

Grave talk

Grave talk (team talk) is enabled, but a large majority of players use an external program (such as Mumble or Discord) for voice communication.

This means that team members can use in-game voice and text chat with each other even while dead. Unfair ghosting is prevented by only allowing dead players to spectate allies, with third-person and free-roam spectating disabled.

Customization

All game models, textures, and particles are forced to default via sv_pure 2.

The wait command may or may not be disabled. Some scripts may be allowed depending on the league.

Custom HUDs are allowed in full.