Format
Contains community created content
  • Regular Season Swiss Bracket
    • All teams will play 6 best of 2 map matches in a Swiss bracket over a 6 week regular season. Maps are predetermined for each round.
    • Teams schedule a match between Monday and Friday each week with their opponents. Teams can request transfers members of other teams and Free Agent additions to their roster each week.
    • Both maps and matches can tie. A map win is worth 2 match points, a map tie 1 match point and a map loss 0 match points.
    • All matches use the Quick Play format with a 1 Hero Limit and no Assault maps.
    • On Escort and Hybrid maps, Timed Completion is used. Teams will receive a map point for each capture point checkpoint captured on attack. If both teams finish the map, the team with the fastest map time will receive an extra point and win the map. If both teams capture the same number of capture points and checkpoints, the map is a tie.
    • On Control, teams are awarded 1 map point for each of the 3 stages won.
  • Playoffs
    • The Double Elimination playoffs bracket is for the 13th and 14th August 2016. The top 4 teams from the Swiss bracket are seeded into the upper bracket, while ranks 5-8 from regular season are seeded into the lower bracket.
    • All playoffs matches are best of 5 maps, except the grand final which is best of 7 with a 1 map advantage to the team entering from the upper bracket.
    • For best of 5 map series, the pick-ban process is as follows. The Home (higher seeded) team will ban a map from the pool of 9 maps, followed by the Away team. The Home team will then pick a map from the pool, followed by the Away team. The Home team will then ban a map, followed by the Away team. The Home team will then pick a map from the pool, followed by the Away team. The remaining map will be used as a tiebreaker if necessary. For the grand final, the second ban-phase is replaced with map picks.
    • Escort and Hybrid maps are scored using Stopwatch. Teams will receive a map point for each capture point or checkpoint captured on attack. If both teams capture the same number of checkpoints, the team that captured the furthest checkpoint the fastest is awarded an additional point. If neither team captures the first point, the map will be replayed with only the first checkpoint or capture point. The team with the faster cap time will be awarded a single point to win the map. If neither team still does not capture the first point, this process will be repeated until there is a winner.

Upcoming Matches

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Recent Placements
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