Format standard du jeu en compétition
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- Cet article concerne le jeu en compétition.
Le format standard de compétition est le set de règles habituellement utilisé par la majorité des ligues TF2. Toutes les ligues ne suivent pas la totalité de ces règles, mais les plus grandes le font, et la majorité des joueurs de compétition combattent avec. Les paramètres qui ne sont pas listés ici sont soit des paramètres par défaut, soit des paramètres qui n'impactent pas le jeu, soit des paramètres qui varient grandement en fonction des ligues.
Beaucoup d'équipes de ligues qui suivent le format standard du jeu en compétition utilisent la composition standard du jeu en compétition.
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Team Sizes
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
Classes are limited as follows:
- 2 Scouts or fewer at any given time
- 2 Soldiers or fewer at any given time
- 2 Pyros or fewer at any given time
- 1 Demoman or fewer at any given time
- 1 or 2 Heavies or fewer at any given time (varies by league)
- 1 Medic or fewer at any given time
- 2 Snipers or fewer at any given time
- 2 Spies or fewer at any given time
Criticals
Random crits are disabled.
All non-random crits still function, so long as their status is relevant (for example, backstabs will not crit, but still deal 200% of the target's current hit points anyways).
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
Fixed weapon spread is enabled.
This means that pellet-style weapons (Shotgun, Scattergun, FAN, 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).
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.
Timed CTF
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.
Teamtalk
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.
Customization
All game models, textures, and particles are forced to TF2 defaults via sv_pure 2.
The wait command may or may not be disabled. Scripts otherwise function normally and are permitted, so long as they're not exploitative.
Custom HUDs are allowed in full.