The Battlefield 3 rules are preliminary and subject to change due to the short period of time the game has been out, updates will be announced prior to changes made well before they become active!

1. Match Rules

1.1 Player/Team Requirments

All players MUST be resgistered to a current KGL Squad and their relevant soldier names MUST be entered in the Unique ID field.

All games have a 15 minute no show period.  So if game starts at 8pm then if the other team hasn't arrived by 815 then a default can be entered.

Soldier names should be checked against Battlelog prior to any matches played, any discrepancies found after the match is played will not be valid conflicts.

1.2 Minimum Team Size

If teams have member problems etc.  They can play at least with the following number of players for the different ladders/cups: 

•Squad Rush 4v4: minimum 3 players

•Conquest 8v8: minimum 6 players

•Conquest 5v5: minimum 6 players

1.3 Cheating

Cheating with game modifications, illegal configurations or third party programs are forbidden and will be punished hard!

1.4 Illegal programs and configuration modifications

Each game or controls configuration, graphic or display modification that can’t be done through the ingame options menu is not allowed. (e.g. ultra low textures, no smoke/dust, nametags, no plants etc.)  All sorts of such disallowed modifications through the configurations will be punished. All other hacks or cheats will be punished with a 2 years barrage. New programs and/or modifications are forbidden, as long as they are not specifically listed as legal.

1.5 Bug Use

Any sort of bug use is not allowed. Also not known bugs are forbidden in the first place until they are listed in the rules to be allowed.Known bugs that are forbidden:*planting the objective through the wall/roof/floor or any other objective

1.6 Scripts and Macro Use

All scripts, macros and changes to the game's configuration are not allowed, unless they are specific allowed by this rules. Programs and macros that provide an advantage during game play (e.g. drivers that allow the removing of walls, single shot macros, etc.) are forbidden. Any programs that change the game itself are forbidden.The following results are listed to clarify some of the not allowed macros/scripts:
*no recoil or recoil control macro/script/configuration modification

*single shot macro/script

*aimassist/aimbot through config modifications/programs/macros/scripts

*auto reload script/macro

*auto revive script/macro

*auto spotting script/macro

 

2. GGC Streaming

***Currently not mandatory***

Please note that streaming your warserver with the anti-cheat software from www.ggc-stream.com is recommended! If you don't know how to set your server up for GGC stream, take a look at their:

GGC: How to set up a GGC streaming server

Please note that a missing ggc-stream will lead into penalty points and punishments!

 

3. Match Media

Currently we use the Battlelog Link as the match media. It shows the result and the players. We may change this rule in the future, if more medias like demo are available.

3.1. Battle Roport

Copy the link to the Battle Report (set in the Battlelog) of each round into the match report in your KGL match comment.

 

4. Restrictions

4.1 Scopes

Currently the IRNV Scope is NOT allowed to be used in Offcial Ladder games or Cup games

(anyone found using this scope will concede the current round for his team, repeated use will get the entire game defaulted to the opposite team.)

4.2 Vehicle Restrictions 

Thermal Optics are NOT allowed to be used in Offcial Ladder games or Cups

(anyone found using this perk will concede the current round for his team, repeated use will get the entire game defaulted to the opposite team.)

4.3 Explosive Restrictions

In 4v4 Rush and 5v5 (Infrantry only) the following explosives are NOT allowed;

- C4

- RPGs

- Claymores

- M320 Grenades

Hand throwen grenades and M320 Smokes ARE allowed.

(anyone found using these explosives will concede the current round for his team, repeated use will get the entire game defaulted to the opposite team.)

4.4 Attachments

In 4v4 Rush and 5v5 (Infrantry only) the following attachments are NOT allowed;

- Flashlight

- Lasersight

(anyone found using these attachments will concede the current round for his team, repeated use will get the entire game defaulted to the opposite team.)

4.5 Conquest 8v8 and any game format larger (i.e 10v10 12v12 16v16)

ONLY restrictions from section 4.1 and 4.2 apply. 

 

5. Squad Rush 4v4 Rules

5.1 Match Procedure

Picking start sides:

The team that is the Home team (i.e the challenger, or in the case of a cup the selected Home team.) will pick which side they prefer to play first.

Both teams play 1 map with 4 rounds, two rounds as attacker and defender. After each round the teams change the side. 

Match Result:

Each one round counts as 1 point. Possible results: 3:1, 1:3, 2:2, 4:0 and 0:4. 

Both teams are only allowed to switch one player in the hole game.

Player drop:

If a player drops the team match goes on because of the missing pause function. If both opponents agree in the inGame Chat the game is "paused", that means both teams wait until the missing guy is back.

5.2 Knock-out Cup Draw Scenario

In the event of a DRAW in a KNOCK-OUT cup each team will need to play 1 more additional round each (once as Attacker and once as Defenders) Scoring in this phase now changes to the following;

1 point per M-Com station destroyed as Attackers, the number of M-Com stations destroyed at the end of each round when either all are destroyed or the ticket count drops to 0 will be the score for that team i.e 4 M-Com stations = 4 points, this MUST be entered into the match comment before the next round takes place including a screenshot. Subsequently the same is applied when the sides switch halves and the score again is entered in the match comment. 

If all M-Com stations are destroyed please enter the ammount of reinforcement tickets remaining, the Team that has the most reinforcement tickets left wins.

So now you should have 2 scores for each of the rounds played the highest score wins the game;

i.e Team 1, 4 points.  Team 2, 5points.  Team 2 wins. 

As there currently is no battle recorder it is up to both teams to take a screenshots and upload them to the match comment; in the event of any disputes both teams may face action from the Admin Team. Teams are reminded that the KGL expects maturity and fair play.

5.3 Map Pool

Currently the option to adjust the tickets is missing. According to this we use the default ticket values.

*Teheran Highway

*Caspian Border

*Seine Crossing

*Operation Firestorm

*Noshahar Canals

*Kargh Island

*Operation Metro

*Damavand Peak

*Grand Bazaar

5.4 Server Settings

Server settings for Squad Rush 4on4:
Punkbuster: ON

FriendlyFire: ON

TeamBalance: OFF

KillCam: OFF

MiniMap: ON

3rdPersonVehicleCameras: ON

CrossHair: ON

3DSpotting: OFF

MiniMapSpotting: ON

HardCore: OFF

regenerate Health: ON

Ticketratio: default (20)

Startdelay: 30s (default)

Spawn only on Squadleader: OFF

If you would like to have the settings every time you restart the server, copy the following server settings into the file: "/cfg/AdminScripts/startup.txt". The specific server settings file, can be found here:


admin.password "youradminpassword"

punkBuster.activate

 vars.gamePassword "the server password"

vars.serverName "your server name"

vars.bannerUrl "http://www.yourserverbanner.de/pic.jpg"

vars.serverDescription "your server description"

vars.allUnlocksUnlocked true

vars.friendlyFire true

vars.noInteractivityTimeoutTime 0

vars.teamKillCountForKick 5

vars.teamKillValueForKick 41

vars.teamKillValueIncrease 1

vars.teamKillValueDecreasePerSecond 5

vars.autoBalance false

vars.killCam false

vars.miniMap true

vars.3dSpotting false

vars.miniMapSpotting true

vars.3pCam true

vars.vehicleSpawnAllowed false

vars.vehicleSpawnDelay 100

vars.bulletDamage 100

vars.nameTag true

vars.regenerateHealth true

vars.roundRestartPlayerCount 2

vars.roundStartPlayerCount 2

vars.onlySquadLeaderSpawn false

vars.soldierHealth 100

vars.hud true

vars.playerManDownTime 100

vars.playerRespawnTime 100

 

6. 8v8 Conquest Rules

6.1. Match Procedure

Picking start sides:

The team that is the Home team (i.e the challenger, or in the case of a cup the selected Home team.) will pick which side they prefer to play first.

Both teams play 1 map with 2 rounds, one round on each side. 

Match Result:

The tickets of both rounds count for the end result. The team that gained the highest ticket number in both rounds wins the match.

Switching Players in one match:

Both teams are allowed to switch up to 2 players after each round. If a team needs to switch more than 2 players, it has to play on with the first lineup including only 2 new players or with less than 8 people.

Player drop: 

If a player drops the team match goes on because of the missing pause function. NOTE: In Conquest a mutual stop agreement such as that in 4v4 Rush may NOT be applied as the tickets will still flow due to how many capture points are held.

6.2 Map Pool

Currently the option to adjust the tickets is missing. According to this we use the default ticket values. 250 tickets for 32 players Conquest Small Maps and 300 tickets for 64 players Conquest Large Maps. If server settings are available we will change the tickets for the different maps. All Maps need to be the played with 200 tickets:

*Teheran Highway: 32 players Conquest Small (250 tickets)

*Caspian Border: 32 players Conquest Small (250 tickets)

*Seine Crossing: 32 players Conquest Small (250 tickets)

*Operation Firestorm: 32 players Conquest Small (250 tickets)

*Noshahar Canals: 32 players Conquest Small (250 tickets)

*Kargh Island: 32 players Conquest Small (250 tickets)

*Operation Metro: 32 players Conquest Small (250 tickets)

*Damavand Peak: 64 players Conquest Large (300 tickets)

*Grand Bazaar: 64 players Conquest Large (300 tickets)


6.3 Server Settings for Conquest 8v8 Mode


Punkbuster: ON

FriendlyFire: ON

TeamBalance: OFF

KillCam: OFF

MiniMap: ON

3rdPersonVehicleCameras: ON

CrossHair: ON

3DSpotting: ON

MiniMapSpotting: ON

HardCore: OFF

regenerate Health: ON

Ticketratio: default (250 and 300)

Startdelay: 30s (default)

Vehicles: ON

VehiclesSpawn Time: 100% (default)

Spawn only on Squadleader: OFF

If you would like to have the settings every time you restart the server, copy the following server settings into the file: "/cfg/AdminScripts/startup.txt". The specific server settings file, can be found here:

admin.password "youradminpassword"

punkBuster.activate

vars.gamePassword "the server password"

vars.serverName "your server name"

vars.bannerUrl "http://www.yourserverbanner.de/pic.jpg"

vars.serverDescription "your server description"

vars.allUnlocksUnlocked true

vars.friendlyFire true

vars.noInteractivityTimeoutTime 0

vars.teamKillCountForKick 5

vars.teamKillValueForKick 41

vars.teamKillValueIncrease 1

vars.teamKillValueDecreasePerSecond 5

vars.autoBalance false

vars.killCam false

vars.miniMap true

vars.3dSpotting true

vars.miniMapSpotting true

vars.3pCam true

vars.vehicleSpawnAllowed true

vars.vehicleSpawnDelay 100

vars.bulletDamage 100

vars.nameTag true

vars.regenerateHealth true

vars.roundRestartPlayerCount 2

vars.roundStartPlayerCount 2

vars.onlySquadLeaderSpawn false

vars.soldierHealth 100

vars.hud true

vars.playerManDownTime 100

vars.playerRespawnTime 100

 

7. 5v5 Conquest (Infantry Only) Rules

7.1. Match Procedure

Picking start sides:

The team that is the Home team (i.e the challenger, or in the case of a cup the selected Home team.) will pick which side they prefer to play first.

Both teams play 1 map with 2 rounds, one round on each side. 

Match Result:

The tickets of both rounds count for the end result. The team that gained the highest ticket number in both rounds wins the match.

Switching Players in one match:

Both teams are allowed to switch up to 2 players after each round. If a team needs to switch more than 2 players, it has to play on with the first lineup including only 2 new players or with less than 8 people.

Player drop: 

If a player drops the team match goes on because of the missing pause function. NOTE: In Conquest a mutual stop agreement such as that in 4v4 Rush may NOT be applied as the tickets will still flow due to how many capture points are held.

7.2 Map Pool

Currently the option to adjust the tickets is missing. According to this we use the default ticket values. 250 tickets for 32 players Conquest Small Maps and 300 tickets for 64 players Conquest Large Maps. If server settings are available we will change the tickets for the different maps. All Maps need to be the played with 200 tickets:

*Teheran Highway: 32 players Conquest Small (250 tickets)

*Caspian Border: 32 players Conquest Small (250 tickets)

*Seine Crossing: 32 players Conquest Small (250 tickets)

*Operation Firestorm: 32 players Conquest Small (250 tickets)

*Noshahar Canals: 32 players Conquest Small (250 tickets)

*Kargh Island: 32 players Conquest Small (250 tickets)

*Operation Metro: 32 players Conquest Small (250 tickets)

*Damavand Peak: 64 players Conquest Large (300 tickets)

*Grand Bazaar: 64 players Conquest Large (300 tickets)


7.3 Server Settings for Conquest 5v5 (Infantry Only) Mode


Punkbuster: ON

FriendlyFire: ON

TeamBalance: OFF

KillCam: OFF

MiniMap: ON

3rdPersonVehicleCameras: ON

CrossHair: ON

3DSpotting: ON

MiniMapSpotting: ON

HardCore: OFF

regenerate Health: ON

Ticketratio: default (250 and 300)

Startdelay: 30s (default)

Vehicles: OFF

VehiclesSpawn Time: 100% (default)

Spawn only on Squadleader: OFF

If you would like to have the settings every time you restart the server, copy the following server settings into the file: "/cfg/AdminScripts/startup.txt". The specific server settings file, can be found here:

admin.password "youradminpassword"

punkBuster.activate

vars.gamePassword "the server password"

vars.serverName "your server name"

vars.bannerUrl "http://www.yourserverbanner.de/pic.jpg"

vars.serverDescription "your server description"

vars.allUnlocksUnlocked true

vars.friendlyFire true

vars.noInteractivityTimeoutTime 0

vars.teamKillCountForKick 5

vars.teamKillValueForKick 41

vars.teamKillValueIncrease 1

vars.teamKillValueDecreasePerSecond 5

vars.autoBalance false

vars.killCam false

vars.miniMap true

vars.3dSpotting true

vars.miniMapSpotting true

vars.3pCam true

vars.vehicleSpawnAllowed false

vars.vehicleSpawnDelay 100

vars.bulletDamage 100

vars.nameTag true

vars.regenerateHealth true

vars.roundRestartPlayerCount 2

vars.roundStartPlayerCount 2

vars.onlySquadLeaderSpawn false

vars.soldierHealth 100

vars.hud true

vars.playerManDownTime 100

vars.playerRespawnTime 100