Difference between revisions of "Standard community competitive format"

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[[Image:Competitive Kritzkrieg.png|right|thumb|400px|Embora o formato padrão tenha [[Critical|Critical Hits]] aleatório desabilitado, o [[Medical Weapons (Competitive)#Kritzkrieg|Kritzkrieg]] ainda pode ser usado para mudar rapidamente o rumo de um jogo.]]
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[[Image: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.]]
:''Este artigo é para [[jogo competitivo]].''
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:''This article is for [[competitive play]].''
  
O '''formato competitivo padrão''' é um conjunto de costumes e regras aceitos pela maioria das ligas ''Team Fortress 2''. Nenhuma liga é obrigada a seguir essas regras, mas a maioria das ligas principais o faz, e a maioria dos jogadores competitivos pratica de acordo com elas. As configurações não listadas aqui são deixadas como padrão, não afetam a jogabilidade ou variam significativamente de acordo com a liga.
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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.
  
A maioria das ligas que jogam em ligas que seguem o formato competitivo padrão também usam a [[Linha Competitiva Padrão|Linha Padrão]].
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Most who play in leagues that follow the standard competitive format use the [[Standard competitive lineup|standard lineup]] as well.
  
===Tamanhos da equipe===
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===Team Sizes===
As equipes são limitadas a seis jogadores cada. A maioria das ligas permite que as equipes comecem com menos jogadores se não conseguirem colocar um sexto (embora seja uma prática comum dar aos adversários algum tempo extra para encontrar todos os seus jogadores se estiverem com problemas). As equipes incapazes de colocar em campo mais de quatro jogadores geralmente incorrem em uma derrota por desistência.
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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.
  
===Limites de classe===
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===Class Limits===
As turmas são limitadas da seguinte forma:
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Classes are limited as follows:
* '''2 jogadores [[Scout (competitivo)|Scout]]''' ou menos ao mesmo tempo
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* '''2 [[Scout (competitive)|Scout]]''' players or fewer at any given time
* '''2 [[Soldier (competitivo)|Soldier]]''' jogadores ou menos a qualquer momento
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* '''2 [[Soldier (competitive)|Soldier]]''' players or fewer at any given time
* '''1 ou 2 [[Pyro (competitivo)|Pyro]]''' jogador(es) ou menos ao mesmo tempo (varia de acordo com a liga)
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* '''1 or 2 [[Pyro (competitive)|Pyro]]''' player(s) or fewer at any given time (varies by league)
* '''1 [[Demoman (competitivo)|Demoman]]''' jogador
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* '''1 [[Demoman (competitive)|Demoman]]''' player
* '''1 ou 2 [[Heavy (competitive)|Heavy]]''' jogador(es) ou menos a qualquer momento (varia de acordo com a liga)
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* '''1 or 2 [[Heavy (competitive)|Heavy]]''' player(s) or fewer at any given time (varies by league)
* '''1 ou 2 [[Engineer (competitive)|Engineer]]''' jogador(es) ou menos a qualquer momento (varia de acordo com a liga)
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* '''1 or 2 [[Engineer (competitive)|Engineer]]''' player(s) or fewer at any given time (varies by league)
* '''1 [[Medic (competitive)|Medic]]''' jogador ou menos a qualquer momento
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* '''1 [[Medic (competitive)|Medic]]''' player or fewer at any given time
* '''1 ou 2 [[Sniper (competitive)|Sniper]]''' jogador(es) ou menos a qualquer momento (varia de acordo com a liga)
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* '''1 or 2 [[Sniper (competitive)|Sniper]]''' player(s) or fewer at any given time (varies by league)
* '''2 [[Spy (competitivo)|Espião]]''' jogador(es) ou menos a qualquer momento
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* '''2 [[Spy (competitive)|Spy]]''' player(s) or fewer at any given time
  
===Comentários===
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===Criticals===
Random [[Critical hits|crits]] estão desabilitados.
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Random [[Critical hits|crits]] are disabled.
  
Todos os críticos não aleatórios ainda funcionam - por exemplo, tiros na cabeça de um rifle de precisão ainda causarão dano crítico. Backstabs não causam acerto crítico, mas ainda causam 200% da saúde atual do alvo.
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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.
  
===Propagação de danos===
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===Damage Spread===
A propagação de dano está desativada.
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Damage spread is disabled.
  
Isso significa que a aleatoriedade do dano foi removida, mas o dano ainda está aumentando e diminuindo com base na distância.
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This means that damage randomization is removed, but damage ramp-up and falloff based on distance still occurs.
  
===Distribuição de armas===
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===Weapon Spread===
[[Image:Weapon spread fixed.png|right|thumb|303px|Propagação de projéteis com tf_use_fixedweaponspreads 1.]]
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[[Image:Fixed weapon spread.png|right|thumb|303px|Pellet spread with tf_use_fixedweaponspreads 1.]]
A distribuição fixa de armas está habilitada.
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Fixed weapon spread is enabled.
  
Isso significa que armas do tipo pellet (Espingarda, [[Armas de batedor (competitivas)#Espingarda|Espingarda]], [[Armas de batedor (competitivas)#Força da natureza|Força da natureza]], [[Armas de batedor scout (competitivo) )#Shortstop|Shortstop]]) dispara projéteis em um padrão definido. O padrão é composto por 9 caminhos de hitscan espaçados como uma grade 3x3, com um chumbo extra indo para o centro (ou, para [[Force-A-Nature]], dois extras indo para o centro e um extra indo para a parte inferior. correta na metade).
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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).
  
===Cronômetro===
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===Stopwatch===
Os mapas Ataque/Defesa e Carga útil usam a pontuação do cronômetro.
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Attack/Defend and Payload maps use stopwatch scoring.
  
Isso significa que, se ambas as equipes capturarem o mesmo número de pontos no ataque, a equipe que capturou mais rápido vence a rodada. Há casos, por exemplo, se uma equipe atinge três pontos em um mapa de Payload, mas não completou o mapa completo, então a outra equipe pode usar o tempo de jogo padrão para limitar um ponto a mais do que a outra equipe. Eles também podem vencer se conseguirem os três pontos mais rápido que o outro time.
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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.
  
===Capture o limite de tempo da bandeira===
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===Capture the Flag Time Limit===
As partidas de Capture the Flag são jogadas em um limite de tempo específico, em oposição ao objetivo de captura, embora possa haver uma regra de misericórdia.
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Capture the Flag matches are played to a specific time limit as opposed to capture goal, though there may be a mercy rule.
  
Isso significa que uma determinada metade de uma partida continuará a ser disputada até que o tempo acabe. A maioria das ligas contabiliza pontos de todas as metades em pontuações finais (supondo que haja mais de uma metade) para determinar o vencedor. Algumas ligas promulgam regras de misericórdia, que terminam o jogo mais cedo se um time ganhar uma vantagem intransponível de pontos sobre o outro. Crits na captura são desativados.
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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.
  
===Conversa em equipe===
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===Teamtalk===
O Teamtalk está ativado, mas a grande maioria dos jogadores usa um programa externo como Mumble ou Discord para comunicação de voz.
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Teamtalk is enabled, but a large majority of players use an external program such as Mumble or Discord for voice communication.
  
Isso significa que os membros da equipe podem usar o chat de voz e texto do jogo uns com os outros, mesmo que estejam mortos. O fantasma injusto é evitado permitindo apenas que jogadores mortos explorem aliados, com visão em terceira pessoa e movimento livre desabilitados.
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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.
  
===Personalização===  
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===Customization===
Todos os modelos, texturas e partículas do jogo são forçados ao padrão via <code>sv_pure 2</code>. O comando <code>wait</code> pode ou não ser desabilitado. A maioria dos outros scripts são permitidos. [[Heads-up display|HUDs]] personalizados são totalmente permitidos. {{Navegação competitiva}}
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All game models, textures, and particles are forced to default via <code>sv_pure 2</code>.
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The <code>wait</code> command may or may not be disabled. Most other scripts are allowed.
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Custom [[Heads-up display|HUDs]] are allowed in full.
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{{Competitive nav}}

Revision as of 00:27, 19 January 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.

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.

Capture the Flag Time Limit

Capture the Flag matches are played to a specific time limit as opposed to capture 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.

Teamtalk

Teamtalk 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. Most other scripts are allowed.

Custom HUDs are allowed in full.