MGMS Call of Duty Infinite Warfare

The MWEB GameZone Master Series Call of Duty: Infinite Warfare tournament is set to kick off on the 1st of July as some of the best teams in Sub Saharan Africa go head to head in a two day double elimination tournament for R12000 in cash prizes. Below you will find the basic information that you will need to know for the tournament. If you have any further questions please feel free to contact us via email ([email protected]), Discord, Twitter or Facebook.

 

Schedule Breakdown

  • Registrations Close: 1 July 08:00
  • Check In Opens (All players must check in): 1 July 09:00
  • Check In Closes: 1 July 09:45
  • Tournament Starts: 1 July 10:00

Streamed Matches via ACGL YouTube on 2 July

  • Winners Bracket Final: 17:00
  • Losers Bracket Final: 18:30
  • Final: 20:00

 

Prize Breakdown

  • 1st)  R6000 
  • 2nd) R4000
  • 3rd) R2000 + R1000 Raru Vouchers
  • 4th) R1000 Raru Vouchers

View XP breakdown on Tournament Page

The MGMS Call of Duty: Infinite Warfare tournament will make use of the ACGL XP system to seed players for the tournament.

 

Game: 
COD Infinite Warfare @ PS4
Type: 
Double
Prize: 
R6000 + 4k XP

All Participants must check in prior to Tournament Start in order to compete

Requirements:

  • Minimum Entry: 4 Participants
  • All entrants must reside in Sub-Saharan Africa

Teams are limited to 4 members, no substitutes allowed

  • Best of 5 Matches

Here are the important steps:

  • Click on Sign Up to join this tournament
  • Once check in starts, click on Check in to confirm your entry
  • Wait for the tournament to start, check the bracket for your match
  • Contact your opponent and play your match
  • Enter the result via the Bracket
  • Wait for your next match

Still need help? Contact us in the relevant support channel on Discord

Game Settings

Any setting not listed below should not be changed from its default state within the private match lobby. the Global settings are to be used for all Game modes unless otherwise specified in the game rules section.

The hosting team is responsible for setting up a private lobby match with the correct settings and the correct map. If the hosting team starts the game with the wrong settings, it will result in penalties for that map/mode.

 

CWL Variant Lobby Settings


Game

  • CODCaster: Enabled
  • Kill Trade: Disabled
  • Rig Draft: Enabled

Draft

  • Loadout Phase Time: 75 Seconds (May be set to 30 seconds)
  • Rig Phase Time: 30 Seconds (May be set to 20 seconds)

The specific in-game CWL Game Modes MUST be used.

Player

  • Number of Lives: Mode Specific
  • Max Health: Normal
  • Health Regeneration: Normal

Team

  • Spectating: Team Only
  • 3rd Person Spectating: Disabled
  • Killcam: Enabled
  • Radar Always On: No
  • Respawn Delay: Check Gametype
  • Wave Spawn Delay: None
  • Force Respawn: Enabled
  • Friendly Fire: Enabled

Gameplay

  • Hardcore Mode: Disabled
  • Tactical Rules: Disabled
  • CWL Tuning: Enabled
  • Headshots Only: Disabled
  • Double Jump: Enabled
  • Wallrun: Enabled
  • Allow Payloads: Enabled
  • Payload Charge Rate: Disabled
  • Payload Score Modifier: Check Gametype
  • Perks: Enabled
  • Scorestreaks: Enabled
  • Persistent Streaks: Disabled

CWL Variant Mode Settings


Hardpoint

Game

  • Time Limit: 5 Minutes
  • Score Limit: 250 Points

Advanced

  • Time to Capture Zone: Instant
  • Zone Lifetime: 1 Minute
  • Activation Delay Time: Disabled
  • Location Order: Linear
  • Scoring: Constant
  • Pause Time: Enabled
  • Capture Team Spawn Delay: Disabled
  • Use HQ Rules: Disabled

Player

  • Number of Lives: Unlimited

Team

  • Respawn Delay: 2.5 Seconds

Gameplay

  • Payload Score Modifier: x1.25
  • Breakout - Hardpoint
  • Retaliation - Hardpoint
  • Scorch - Hardpoint
  • Throwback - Hardpoint

Search & Destroy

 

Game

  • Time Limit: 1.5 Minutes
  • Round Win Limit: 6 Rounds
  • Win By Two Rule: Disabled
  • Win By Two Max Rounds: Disabled
  • Round Switch: Every Round

Advanced

  • Bomb Timer: 45 Seconds
  • Plant Time: 5 Seconds
  • Defuse Time: 7.5 Seconds
  • Multi Bomb: Disabled
  • Silent Plant: Enabled

Player

  • Number of Lives: 1 Life

Team

  • Respawn Delay: None

Gameplay

  • Payload Score Modifier: x8
  • Crusher - Search and Destroy
  • Retaliation - Search and Destroy
  • Breakout - Search and Destroy
  • Throwback - Search and Destroy

Uplink

Game

  • Round Time Limit: 5 Minutes
  • Round Score Limit: Unlimited

Advanced

  • Carry Score: 2 Points
  • Throw Score: 1 Point
  • Satellite Count: 1 Satellite
  • Practice Mode: Disabled
  • Drone Reset Condition: Never
  • Dront Reset Timeout: Unlimited
  • Idle TImeout: 15 Seconds
  • Explode on Timeout: Disabled
  • Carrier Armor: x0.75
  • Show Enemy Carrier: 3 Seconds

Player

  • Number of Lives: Unlimited

Team

  • Respawn Delay: 5 Seconds

Gameplay

  • Payload Score Modifier: Normal
  • Frost - Uplink
  • Precinct - Uplink
  • Throwback - Uplink

CWL Variant Restrictions


Rigs & Payloads

  • Rigs
    • Synaptic
    • Each player on a team must use a different Combat Rig
  • Payloads
    • Reaper
    • Micro Turret
    • Phase Shift

Traits

  • Ping
  • Persistence
  • Infusion
  • Supercharge
  • Perception
  • Relay
  • Marked Target
  • Heightened Senses
  • Rushdown

Lethals

  • Plasma Grenade
  • Seeker Grenade
  • Trip Mine
  • Exploding Drone
  • Black Hole Projector
  • C4

Tacticals

  • Personal Radar
  • Dome Shield
  • Cryo Mine
  • Nano Shot

Perks

  • Perk 1
    • Overclock
  • Perk 2
    • Tracker
  • Perk 3
    • Pinpoint
  • Wildcards
    • Overkill

Attachments

  • Fusion Mag
  • Faraday Slug
  • Hollow Point
  • Ram Servo
  • Akimbo
  • Auto Sear
  • Tracking Chip
  • Trojan
  • Suppressor

Weapons

  • Weapons unlocked through DLC and supply drops are restricted unless administration explicitly states that weapon is allowed in the competition.
  • The following Hybrid Weapons may only be used in the Default Primary Mode
    • Type 2 – Assault Rifle only
    • RPR Evo – SMG only
    • EBR-800 – Sniper Rifle only
  • All Weapon Variants
  • Assault Rifles
    • M1
    • OSA
    • R-VN
    • X-EON
  • SMGs
    • VPR
  • LMGs
    • R.A.W.
    • Mauler
    • Titan
  • Shotguns
    • Reaver
    • DCM-8
    • Banshee
    • Rack-9
    • S-Ravage
  • Launchers
    • Spartan SA3
    • P-LAW
    • Howitzer
  • Sidearms
    • Hornet

Scorestreaks

  • UAV
  • Drone Package
  • CUAV
  • Vulture
  • Shock Sentry
  • Ad

 

 

Restricted Items:

 

  1. All matches must be played in their entirety unless both teams agree to cancel the match.

  2. Randomized maps MUST be used. Verbal agreements will not receive staff support.

  3. Planting on top of any object (such as the bomb site or a fence) in any gamemode is not allowedDoing so will result in a forfeit of the map. Additionally, players can not plant or defuse the bomb through any object, doing so will result in a forfeit of the map.

  4. Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game.  Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character’s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

  5. Hosting:

    • The higher ranked team at match time will host the first map. The higher ranked team is the team ranked closer to “1” on the ladder. If there is a tie in rank (i.e. both are unranked), the Team ID closest to 0 will host first. The lower ranked team at match time will host the second map. This will alternate for each map until/if a tie breaker map is needed. If a tie breaker map is needed, the higher ranked team will host the final map.

    • The hosting team is responsible for ensuring all settings are correct prior to launching the map. Hosting incorrect settings will result in a forfeit of that map.

    • The team that is not hosting will pick which side to play on.

    • A "Lag Test" is not required unless the non-hosting team requests one be completed. This is a test round that doesn't count and uses the standard game settings that will be used during the match. For the lag test, a map that is not scheduled for play must be used. If the game lags during this test, a new host must be chosen. If both teams cannot agree on an acceptable host, a ticket must be submitted by both teams to cancel the match.

  6. Delay Between Rounds:

    • Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.

  7. Playing Man Down:

    • A team can start a map shorthanded unless it is for a "Kill Dependent Game Mode" (for a description of what a "Kill Dependent Game Mode" is, please see above). You can only be shorthanded by one player. For example, in a 4v4, a team can start a map with 3 players. If you are missing more than one player, you cannot start a map. This rule applies to all matches except for 1v1s.

  8. Team Killing:

    • Deliberate and repeated team-killing or committing suicide on purpose during any Kill-Dependent game mode  will  result in a forfeit of the map. If a team is accused of violating this rule, the accuser must provide valid video proof. Complete the match and then report the outcome. If it is a Premium Match, report the scores correctly and then submit a ticket. If it is a Non-Premium Match, you can select the Match Status that says: “I’m reporting: I had an issue and want to dispute”. Then, submit your ticket containing valid proof.

  9. Tie Game:

    • If a map results in a tie, the map will be replayed with the same sides and settings.

  10. Team Changing:

    • Team changing in-game is not allowed. If a player joins the wrong team upon launch, the map will be restarted. Abuse of this rule will result in a lock/ban. If a player changes teams after the first kill, the offending team will forfeit the map.

  11. Lag Issue:

    • If there is a lag issue, please finish out the map and show proof of every affected round(s)/map(s) in a ticket after the match has been completed. Proof must be in video format, show full ping bars and show the final result of that round(s)/map(s).

  12. Disconnections:

    • Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.

    • CWL Variant Matches:

      • Search and Destroy

        • If a Player disconnects after the first 30 seconds and/or after the first kill the team that is missing a player may leave/end the game between rounds and reinvite their player to the lobby.

          • Please note that teams may be subject to a round forfeit if leaving/ending the game causes the opposing team to lose payloads/scorestreaks.

      • Uplink or Hardpoint

        • If a Player disconnects after the first 30 seconds and/or after the first kill the map must continue without the disconnected player who may be reinvited for the next map.

    • Standard Matches:

      • If a Player disconnects, the map must be continued. The missing player may be reinvited to the game (See CWL Exception above). The team with the missing player may not leave the game or end the game at the conclusion of the round that the disconnect occurred. If the hosting team ends the game, or the non hosting team fully leaves the game due to a player disconnecting they will forfeit the map in question.

      • The Hosting Team may not drop host at any point during the match. Dropping Host during or after a map/matches completion will result in a forfeit of the map in question for the hosting team

  13. Restricted Items

    • In the event a player equips a restricted item they will only forfeit the map in question if they actively used it in the match. The burden of proof is on the opposing team to prove the item was used.  Leaving a match due to the opposing equipping a restricted item but not using the item will result in a forfeit for the team that leaves the match unless they are able to prove that it was actually used

Matches

 

Grace Period: Teams must have all Players (or be shorthanded by one player) present in order to start a game.  A Team will Forfeit the Match if they don’t have all Players present by 15 minutes after a Match’s default start time (Grace Period). Teams will be forced to start a Game at the end of a Grace Period

Delays: Teams may not delay the match for more than 5 minutes between each round/map. A round is defined as a stopping point during the match when match settings may be altered, and/or players may switch sides or change equipment.
 

Disconnections:  Games must be restarted if a Player disconnects in the first 30 seconds and before the first kill. If a Player disconnects after the first 30 seconds or after the first kill, the Game must continue and the Player may rejoin the Game.

A "Kill Dependent Game Mode" is a game mode whose winner is decided by the overall number of kills, or points gained from kills. Because this mode relies on the number of players present, a team can never play shorthanded when playing this mode. A Team that loses a player during this game mode, after the first kill has occurred, forfeits that map.

A team can start a map shorthanded unless it is for a "Kill Dependent Game Mode" (see above). You can only be shorthanded by one player. This rule applies to all matches except for 1v1s.

Deliberate and repeated team-killing or committing suicide on purpose during any Kill-Dependent game mode will result in a forfeit of the map. If a team is accused of violating this rule, the accuser must provide valid video proof.
 

Normal Boundaries: Players who move their Character outside of the normal boundaries of a Map may Forfeit the Game. Moving outside of the normal boundaries of a Map includes but is not limited to part of the Character’s body passing through what should be a non-permeable surface or object, and moving into any area from which your Character registers shots on an opponent who is not able to register shots on your Character.

Team changing in-game is not allowed. If a player joins the wrong team upon launch, the map will be restarted. If a player changes teams after the first kill, the offending team will forfeit the map.

Tie: If a map results in a tie, the map will be replayed with the same sides and settings.

Team changing in-game is not allowed. If a player joins the wrong team upon launch, the map will be restarted. If a player changes teams after the first kill, the offending team will forfeit the map.

Hosting: The non hosting team must choose which side to play on for that map. The hosting team will take the remaining selection for that map.
 

No warm-up or practice Games are permitted once the Match’s first Game has begun. If a Match is played before the scheduled time, it will not be considered a warm-up and will count as the official results.
 

 

General Rules

 

1.1. General

The league administration has the right to decide outside or even against the rulebook in special cases to guarantee fair play.

1.2. Conduct

All players are asked to behave in a humane way towards other competitors, and to any member of the administration team; treat others as you would like to be treated! If a player is found guilty of misconduct by an administrator, they may receive penalty on XP or even banned from certain events. Also, teams risk league kicks, bans and expulsions from ACGL affiliated competitions.

1.2.1. Insults and offensive behaviour

All insults that happen during an ACGL-Match or on the ACGL platform, may be punished. This includes ingame chat of the corresponding game, Discord Messages and Match-Chat.

Insults that happen on external messengers are not taken into account.

Penalties:

·         Penalty Points & barrages are given for incidents within ACGL-Matches

·         Insults or inappropriate behaviour within Comments or other options for contacting a player, will result in a penalty with the severity being decided by Admin.

Severe incidents including, but not limited to the following points, may be punished in other ways:

·         Extremist statements

·         Threat of violence

·         Sexual harassment

·         Stalking

·         severe insults

·         pornographic linkings

The right to appeal is only with the injured.

1.2.2. Spamming

The excessive posting of futile, annoying or offensive contributions within the ACGL is considered as spamming. Spamming on the website (forums, match comments, player comments, support- and protest pages, etc) will be penalized by Admin. .

1.3. Matches, competitions, meetings

In all competitions there should be a fair playing field for all players.

Every encounter, whether a elimination, ladder match or other competition must be played according to the rules until it is complete and the result on the ACGL Discord group entered, or at events the result sheet is completed. Any encounter that did not take place, should be deleted. Matches will be played only by admins to delete exceptions. Matches that did not take place will be considered fake matches and will be punished.

It is not allowed for participants to bet on matches in their own competition. Betting against yourself (in team leagues: against your own team) will get you (in team leagues: your team) disqualified and the betting player banned for at least.

1.4. Game / client

In general, all programs which are not part of the original game, including custom-data and modifications, are not allowed in any ACGL game. All external voice programs are allowed (e.g. Teamspeak, Ventrilo, Discord etc.). Scripts and changes to the game's configuration are not allowed, unless they are partly or completely allowed by the league specific rules. Programs that provide an advantage during game play (e.g. drivers that allow the removing of walls) are forbidden. Any programs that change the game itself are forbidden.

1.5. Game Coverage

The ACGL reserves exclusive right to the coverage of ACGL matches. This includes all forms of transmission, including IRC Bots, Shoutcast-streams, HLTV and TV Broadcasts. The ACGL can assign the coverage rights of a match or of several matches to a third party or to the actual players themselves.

In this case, terms and conditions would have to be arranged with the ACGL management before the match.

In general, the ACGL will contact any player or team if they wish to broadcast one of their matches. If no contact is made, individual players are allowed to arrange their own broadcasts. Should the game take place on a server that ACGL administrators have no direct access to, it must be made sure that enough slots are available for the according clients.

1.6. Internal Texts

All texts written in either protest or support tickets, or written by the administrators to members of a certain league or tournament, cannot be published without the permission of the ACGL.

1.7. Language

The official language of this national section is English. All players should be able to communicate in English.

 

 

Fraud/Deception

 

2.1. Deception

The attempt to deceive admins or other players with wrong or fake statements, information or data will not be tolerated.

2.2. Other unauthorized offences

Including but not limited to the abusing of bugs in the website.

These penalties are at the discretion of the responsible admin and are penalized according to severity.

2.3. Cheating

All forms of cheating in ACGL matches are forbidden and will be penalized by the ACGL.

Players found cheating outside of the ACGL may be barraged on the ACGL depending on the evidence available. Note, we do not accept publicly submitted demo or screenshot evidence in these cases.

Should it become known to the ACGL administrators that any form of cheating was used to the advantage of a player or a team during an ACGL match, the ACGL reserves the right to punish them to the full extent of the rules available. By breaking any rule a player risks being barred or completely excluded from a specific league or from all leagues. This also includes their team.

2.4. Distribution of cheats

Contributing to the distribution of cheats in any way is not allowed on ACGL. This includes but is not limited to referring to the name, website or logo of cheats anywhere on ACGL, such as player profiles, team profiles, forums, comments, etc.

Violating this rule will be punished from a warning up to exclusion from ACGL.

 

 

Accounts

 

3.1. Player

An ACGL Account can only be created if the user is at least 13 years old. When registering, each player must provide an up-to-date and correct email address and it is the player’s responsibility to keep this up-to-date. To play in a tournament, a method of contact must be available and visible to all users in your player profile.

Also, the permanent residence must be chosen according to the country he/she is currently living in.

3.1.1. Multiaccounts

Each player in the ACGL must only have one account! If a player can not access his account and then creates a new one, then he/she must write a message to the ‘contact us’ section explaining in detail the reason for not being able to access the account.

3.1.2. Nicknames, Team Names and URL Aliases

We reserve the right to edit Nicknames and/or URL aliases, if they fail to comply with the following requirements.

Nicknames/aliases are forbidden if they:

·         are protected by third-party rights and the user has no written permission

·         resemble or if they are identical to a brand or trademark, no matter whether it has been registered or not

·         resemble or if they are identical to a real person other than themselves

·         resemble or if they are identical to the names of ACGL employees

·         are nonsense

In addition to the above, any nicknames/team names/aliases that are purely commercial (e.g. product names), defamatory, pejorative, offensive, vulgar, obscene, anti-Semitic, inciting hatred, or offending against good manners are forbidden. Using alternative spelling, gibberish or wrong spelling in order to avoid the requirements mentioned above is illegal. We reserve the right to extend, change, exchange or delete these rules if necessary.

3.1.3. Photo

It would be appreciated if a player's photo clearly shows the face of the player, for adding anything else (graphics, other people, other parts of body, etc.) please use the logo function. For anything else please use the default.

3.1.4. Country

A player's country must be set to their country of residence. Deliberately faking the country of residence is punishable.

If a player's country of residence is changed in order to join the league/tournament falsely in order to join a ladder, they will punished. If the player does so and plays in a team match, the team will get removed from the tournament/league.

3.1.5. Nationality

A player's nationality must be set to their nationality that is proven by a current passport. Deliberately faking nationality is punishable.

3.2. Teams

A team's name does not have to be unique, but the ACGL reserves the right to refuse clans with the same or similar names as a well-known clan (e.g. If you named your team “Hard Core Gaming” or “Hard Kore Gaming” etc, that would not be allowed).

Names which are restricted by law will not be accepted and will be deleted and punished with penalty points if found. Also, names which go against all forms of etiquette and good manners will not be accepted.

If a team deletes its account because of a certain amount of active penalty points and registers a new account, the penalty points will be transferred to the new account if the team rejoins the same ladder. Furthermore 1 additional penalty will be added for the attempted deception.

The logo must represent the team and have some reference to the team's name or to the team's short handle. Copyrighted logos, or logos which go against etiquette and good manners will not be accepted.

3.2.1. Changing team names

A team can change its name at any time. This also applies when a team is restructured.

Changing a team's name in order to fool other teams is forbidden. Extremely long names, or consistent changing of team names is prohibited and can be punished with penalty points.

3.2.2. Team nationality

In general, during matches of ACGL national sections, at all times in-game a team must have more than 50% of its players that are residing in or have the nationality of the country or countries that the national section represents.

Exceptions, however, can be made. Please consult ‘Tournament Rules’ for game specific information relating to the select title.

3.2.3. Players in team

A player may only play for one team in a tournament or league.

3.2.4. Sponsors/partnerships

The ACGL administration reserves the right to prohibit or remove teams with sponsors or partners that are solely or widely known for pornographic, drug use or other adult/mature themes and products from partaking in ACGL events at any time.

 

 

Legal

4. Participation in prize tournaments

Unless otherwise explicitly permitted, it is not allowed for employees of ACGL, its subsidiaries or partners, or employees that are in some way connected to a respective tournament including sponsors, publishers or game developers, to participate in prize winning tournaments or qualification for prize winning tournaments.

 

Final standings

1st
47 matches (74.5% win) 14 tournaments
2nd
23 matches (73.9% win) 5 tournaments
3rd
97 matches (80.4% win) 25 tournaments
Close

Round 9

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