Rainbow 6 | Siege

Tournament Menu
Tournament Summary
5v5: Single Elimination
Play Off match for 3rd/4th place: Yes
Teams:15/16
Required teams:8
Entry fee per player:Free
Players per team:5
Subs allowed:3
Prize pool pay structure (3 places paid):
1st:$60.00
2nd:$40.00
3rd:$20.00
Places paid will not increase.

Teams that receive prizes will have the winnings split evenly between all members/subs. CG Credits Information.
Payout structure:
#Team Prize
1st:27 days
2nd:21 days
3rd:15 days
4th:12 days
5th:12 days
6th:12 days
7th:12 days
8th:12 days
The CyberGamer Premium prize pool will increase as more teams join the tournament. The prize pool is evenly split between all members/subs in the team.

R6SIEGE: Tournament Ladder related rules
Rainbow Six: Siege 5v5 Ruleset


Any setting not mentioned is to be left as default and should not be changed at any time.

Bomb
  • Plant Duration: 7
  • Defuse Duration: 7
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180

Secure Area
  • Secure Time Limit: 15
  • Unsecure Time Limit: 15
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180



Match Settings
  • Time of the Day: Day
  • HUD Settings: Pro League S3
  • Number of Rounds: 8
  • Weather: Sunny/Clear
  • Attacker/Defender Role swap: 1
  • Overtime Rounds: 3
  • Overtime Score Difference: 2
  • Overtime Role Change: 1
  • Objective Rotation Parameter: 1
  • Attacker Unique Spawn: On
  • Death Handicap: 100
  • Friendly Fire Damage: 100
  • Injured: 20
  • Sprint: On
  • Lean: On
  • Death Replay: Off
  • Hostage Death: On
  • Preparation Phase Duration: 45
  • Action Phase Duration: 180
  • Friendly Fire Damage: 100
  • All new operators can be used


CyberGamer Competition General Rules


1 - Administration

[indent]1.1 Contact Us
The CyberGamer Support System is the primary method of communication between players and administrators. A support ticket should be created in any instance where the player has any questions, concerns or issues regarding any aspect of the competition or at any point in time where a player feels it necessary to contact an administrator. You can access the CyberGamer Support System here.

1.2 CyberGamer Anti-Cheat Policy
The purpose of the CyberGamer Anti-Cheat Policy is to provide guidelines for infringements which require a match ban as a part of their penalty. All players must adhere to the CyberGamer Anti-Cheat Policy when competing in any CyberGamer competition. The complete Anti Cheat Policy can be found here.[/indent]

2 - Acknowledgement

[indent]By joining this CyberGamer competition I acknowledge that I have read and hereby accept and agree to the site Terms and Conditions, Anti-Cheat Policy and all rules and restrictions set in place by CyberGamer staff and administration.

I acknowledge that being able to participate in any ladder on this site is a privilege which may be revoked at any time, with or without explanation, at the discretion of CyberGamer staff and administration.

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3 - Player Requirements

[indent]3.1 CyberGamer Account
To compete in a CyberGamer competition you must be a registered member of the CyberGamer site. You will not be able to join the competition until an account has been made. If you do not have a CyberGamer account you can't register. here.

3.2 Player Eligibility
To be eligible to compete in CyberGamer competitions you must fulfill the following expectations as the player;
  1. Must not have an active match ban listed on your profile.
  2. Must have joined your team prior to a challenge being sent or received.
  3. Must have a PSN ID entered on your profile (See below).
3.3 Player PSN ID
CyberGamer requires each player to have submitted their correct PlayStation Network ID (PSN ID) on their CyberGamer profile prior to being eligible to compete. It is the responsibility of the player to ensure that the PSN ID entered on their profile is correct and up-to-date at all times.
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4 - Team Requirements

[indent]4.1 Team Activation
Upon creating a competition team you are required to have a minimum of 5 players invited to and in acceptance of the invitation to join the team, in order to activate the team before you are able to begin a challenge. Once the minimum number of players has been fulfilled you are then able to interchange the roster at team discretion.

4.2 Team Roster
Each team must have a minimum number of players on their roster in order to compete in a competition. The minimum number of players required is 5. A player will not compete on behalf of a team if they are not on the team roster.

At this stage, players outside of Australia/NZ and South East Asia are not permitted to join teams due to connection issues that may arise.


4.3 Team Captains
Each team must nominate at least one player to undertake the responsibility of team captain. The team captain is responsible for accepting and scheduling challenges, adding and removing players from the roster, ensuring match scores are submitted correctly and lodging disputes if deemed necessary.

The team captain has an obligation to the other members on the team to behave professionally and represent the team in a sportsmanlike manner. The team captain is responsible for his teams behaviour during CyberGamer and is thus accountable for any outcomes thereof.

By default, the founding member of the team will be set to captain and can delegate further duties as seen fit.


4.4 Team Name
CyberGamer team names containing any of the following will not be tolerated: profanity, racism, sexism, drug use, silly or too big in size. Refusing to change a team name or repeat use of an inappropriate name will result in punishment. CyberGamer teams may not use the name of a team in which is not theirs (as interpreted by CyberGamer staff and administration).

4.5 Team Inactivity
The CyberGamer system will automatically remove teams from the competition if they are identified as inactive. A team will be deemed inactive if there is no longer the minimum required of players in the team to compete.

If a team is identified as inactive the team captain will be notified via the CyberGamer Private Messaging system prior to team removal.

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5 - Match Information

[indent]5.1 Match Scheduling
Match dates and times are selected by the challenging team captain and accepted by the defending team captain through the CyberGamer Match system. Once a match has been scheduled, the time and date may be changed to suit the preference and circumstance of the two teams however to do so it must be agreed upon (and confirmed in writing on the challenge page) by the team captain of both sides.

All teams/players have a 15 minute period from the match scheduled time (or unless agreed otherwise) to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer match system.


5.2 Map Selection
The Map(s) for this competition will be generated for the players by the CyberGamer match system and will be visible on the match page. Players are required to play the specific maps listed for each round. The maps assigned are to be played in the order as displayed on the match page. Verbal agreements to play different maps and/or game types will not be honored by Admins.

On occasion it is a known issue that the system may not display the generated map rotation for some challenges. If this is the case it is the responsibility of the team captain to notify an administrator via the CyberGamer Support System.


5.3 Match Punctuality
All teams/players have a 15 minute period from the match scheduled time to show up and play their match. If a team does not show up by the end of this period, teams must enter the scores as 1-0 to the team who showed in the CyberGamer match system.

Teams have 5 minutes between each map. If a team/player goes over this period, please follow the above steps for support.


5.4 Standings
The team Standings are done in ascending order. Standing one (1) is the highest standing (i.e. standing ten (10) is a higher standing than twenty (20)).

5.5 Hosting & Spawn Choice
The Challenged team (Defending team) is to host the first and third map (if applicable) with the challenging team (Attacking team) hosting the second map unless otherwise agreed upon. Games are to be played on EAU dedicated servers.

Hosting Players should create the Private Match. As the hosting Team changes over the course of a Match, the new hosting Player should leave the Private Match and create a new one. If, after the start of a Game, Host is transferred to a Player who wasn't designated to be the Game's Host, the Game must still be played.

If the Host incorrectly ends a Game, the opposing team may take the round and the game must be restarted.


5.6 Ruleset
It is the responsibility of the match host to ensure that the correct ruleset is loaded for the match. In the instance that the incorrect ruleset is played, The game must be ended and the correct rules applied. Any rounds that were played whilst using the incorrect rules may go to the opposing team. Any incorrect ruleset claim after the map has been played will put the match in dispute and the outcome will be determined at administrator discretion.

5.7 Minimum amount of players
Teams may only play one man down from the number of players who would normally be present on the map. (i.e 4v5). A Team will Forfeit the Match if they don't have the minimum required players present by 15 minutes after a Match's default start time. Teams with the minimum required players present may start the Game at the end of the 15 minute start time or 5 minute period between matches, or forfeit the map, for the 5 minute timer to start again.

5.8 Substitutions
Substitutions are only permitted to be made during the intermission period between switching maps. You are allowed to make as many substitutions as you wish during this time.

5.9 Connection Issues
If a player disconnects from a Game during the prep phase the Game is to be ended. If a lag out occurs during the action phase the round is to be continued and the game ended at the end of the round.

If a player disconnects from a match before the action phase, it is the shorthanded teams responsibility to leave the game/team kill. The player that disconnects has 5 minutes to reconnect to the game before restarting.

If the player is unable to reconnect after 5 minutes has passed, the team may continue with an eligible substitute player or must play a player down.


5.10 Defense Locations
In the event a game has to be ended and restarted, a team may not choose the same Defend point on their next defense attempt if they successfully defended it. In example, if a team successfully defends Master Bedroom on House and the game has to be restarted, that team may not choose that location on their next defense attempt. Violation will result in the loss of that round.

5.11 Tied Matches
In the event of a tie, teams will continue on with the game using the overtime rules outlined in the the game ruleset.

5.12 Spectators
The only spectators permitted to be spectating the match from in the game are CyberGamer staff and administrators. This includes anti-cheat members, livestreamers, recorders and shoutcasters. Additional team members will not be allowed into the lobby unless granted permission and space permits.

5.13 Broadcasting
Players are permitted to broadcast their own point-of-view in matches. This is only acceptable if there is a significant time delay (greater than 30 seconds) between real-time and the broadcast.

When broadcasting through a live streaming service or uploading recorded footage to a video sharing site; you cannot have 'CyberGamer' or any abbreviation of it within the title of the media. This may be seen as if you are representing CyberGamer to someone unfamiliar with the site, which you are not. You may only include this information with permission from an administrator.

5.14 3rd Party Communication
All 3rd Party Communication programs and systems are allowed to be utilised for team communication during matches. It is advised that your team captain is still easily contactable by the opposition (or referee if present) in the case an issue arises.

5.15 Reporting Results
Results must be entered by the team captain of both teams at the conclusion of the match. Results and scores are editable on the challenge page once the match has begun. The result will not be processed by the CyberGamer system instantly, rather at approximately 11:30pm AEST therefore results must be submitted before this time.

At least one member of each Team should take a Screenshot(s) of each Round's/Game's results in case proof is needed for a dispute. Screenshots should contain the Round Score, Players on each Team, and a time stamp.


5.16 Disputes
A dispute should be lodged by the captain on behalf of their team if there is a dispute regarding any issue in the match that is not resolved by the referee (if present). Disputes, depending on the complexity will be managed by either a referee or administrator and may take an extended period of time to resolve.

Disputes lodged should be accompanied with evidence provided in the form of digital video or video screen capture. It is difficult to resolve a dispute without evidence and may take a longer period of time than usual.

Making false or useless disputes will be dealt with at the discretion of an administrator and repeat offenders will increase the likelihood consequences if seen fit.

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6 - Cheating & Exploitation

[indent]6.1 Cheating
Cheating is defined as but is not limited to, the use of software/equipment to manipulate another user's connection, 'map hacks', 'wall hacks' or any other form of hacking/glitching content that presents a user with an unfair advantage over the opponent in any game.

If you are unsure if something is classified as cheating or not it is up to you to check with an appropriate referee beforehand

Any form of cheating is should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.


6.2 Exploitation
Exploitation is defined as exploiting the in-game mechanics to give an unfair advantage over the opponent in any game. Exploitation may cover the following examples:
  1. FOV / Texture Glitching - If you can see people but they can't see you, or you can shoot people but they can't shoot you.
  2. Using Castle Armor Panel with Deployable Shield
  3. Invisible Kapkan's
  4. Using Deployable Shield to block Attacker's entering through windows
As per cheating, any form of exploitation should be reported to CyberGamer staff and administration via the CyberGamer Support System with evidence in the form of digital video, still capture or video screenshot. Whatever is applicable to the claim. Cheating claims are managed by CyberGamer administration in accordance with the CyberGamer Anti-Cheat Policy.

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7 - References

[indent]7.1 CyberGamer Terms and Conditions
http://au.cybergamer.com/terms/

7.2 CyberGamer Anti-Cheat Policy
http://au.cybergamer.com/forums/thread/487481/PS3-Anti-Cheat-Policy/

7.3 CyberGamer Support System
http://au.cybergamer.com/support/
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7.2 CyberGamer Anti-Cheat Policy
http://au.cybergamer.com/forums/thread/487481/PS3-Anti-Cheat-Policy/

7.3 CyberGamer Support System
http://au.cybergamer.com/support/
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R6SIEGE: Tournament Rules
Specific Tournament Rules
Tournament General Rules