Call of Duty Mobile - Rules
HARDPOINT
Welcome! This is a World Wide Ladder. There are no individual regions specified for Mobile Game Play. Please feel free to join a team, or create one, and get into the competition!
Players are advised to include their UID within their team profile to assist players finding each other.
To ensure both fairness, and genuine activity, a Team may consist of up to 20 players and of those members only one has to play at a time. In other words… IF BOTH TEAMS AGREE, then BOTH Teams may play with 1 to 4 people in a squad. This DOES NOT mean one team has 4 and the other only 1. You must match equal numbered rostered participants.
Gamertags are case sensitive. Please ensure you include the correct handle-name within your team profile.
Adding Friends
1. Click on “Multiplayer”
2. On the left side of your screen, click “Private”. This will set up a private game.
3. Invite all players to your match by going to the top right portion of your screen and clicking the “Invite Friends” dropdown menu. If you have not added your friend/opponent, please do so!
Best of 3 Matches
The team with the most kills at the end of the game session will be awarded the win for that session. If there is a tie in kills, life duration will be used to determine a tiebreaker. The first team to win 2 out of 3 matches will be awarded the win for the match.
Mode & Maps
Hardpoint
Crash
Crossfire
Firing Range
Hijacked
Nuketown
Raid
Rust
Scrapyard
Standoff
Summit
Takeoff
Hardpoint
GAME SETTINGS
Time Limit: 5 Minutes
Score Limit: 250 Points
March Start Time: 15 Seconds
Skip Infil: Enabled
Input Swap Allowed: Disabled
CDL Tuning: Enabled
Codcaster: Enabled
ADVANCED SETTINGS
Points Per Kill: 0 Points
Points Per Death: 0 Points
Headshot Bonus Points: 0 Points
Killstreak Kill Bonus Points: 0 Points
Time to Capture Zone: Instant
Zone Lifetime: 1 Minute
Initial Activation Delay Time: 15 Seconds
Activation Delay Time: Disabled
Location Order: Linear
Scoring: Constant
Pause Time: Enabled
Objective Team Spawn Delay: Disabled
Spawn Delay Timer: 2.5 Seconds
PLAYER SETTINGS
Number of Lives: Unlimited
Max Health: 100 (Normal)
Health Regeneration: Normal
Tactical Sprint: Enabled
Allow Revives: Disabled
Show Enemy Death Location: Disabled
Downed Health: N/A
Downed Revive Health: N/A
Downed Bleedout Timer: N/A
Downed Revive Time: N/A
Downed Give Up Time: N/A
Weapon Mounting: Disabled
TEAM SETTINGS
Spectating: Team Only
3rd Person Spectating: Disabled
Killcam: Enabled
Final Killcam: Final Kill
Enable Mini Map: Yes
Radar Always On: Disabled
Weapon Pings on Minimap: Enabled
Weapon Pings on Compass: Enabled
Enemy on Compass: Disabled
Respawn Delay: None
Wave Spawn Delay: None
Suicide Spawn Delay: None
Force Respawn: Enabled
Team Assignment: Enabled
Friendly Fire: Enabled
Team Kill Punish Limit: Disabled
GAMEPLAY
Spawn Camera: Disabled
Hardcore Mode: Disabled
Spawn Ammo Mags: 3 (Normal)
Realism Mode: Disabled
Headshots Only: Disabled
Health Steal: Disabled
Cranked Timer: Disabled
Allow Field Upgrades: Enabled
Field Upgrade Charge Rate: Normal
Field Upgrade Score Modifier: Normal
Perks: Enabled
Killstreaks: Enabled
Round Retain Streaks: Enabled
Retain Streaks on Death: Enabled
Equipment Delay: Disabled
Equipment Protection: 7.5 Seconds
Battle Chatter: Disabled
Announcer Dialogue: Enabled
In-Game Restrictions
SCORESTREAKS
UAV
Airdrop
Molotov Cocktail
Counter UAV
SAM Turret
Sentry Gun
Stealth Chopper
VTOL
PRIMARY WEAPONS
All LMGs
All Shotguns
SECONDARY WEAPONS
All Launchers
ATTACHMENTS
FMJ – AR
FMJ – SR
FMJ – Pistol
OPERATOR SKILL
Transform Shield
LETHAL
Trip Mine
TACTICAL
None
PERKS
Fast Recover
Persistance
Tracker
Ghost
Hardline
Demo Expert
Engineer
MATCHES & POINTS
Just for trying, even if you do not win, you will receive 1 point for every successfully completed match. Your time, effort, and activity is worth something. However, a win will land you a quick 3 points. The goal? Get more points than any and every one else as a team.
HOSTING
All matches should be played using Private Multiplayer following the hosting format displayed above in these rules.
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.
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.
TIE GAME:
If a map results in a tie, the map will be replayed with the same sides and settings.
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).
DISCONNECTIONS:
Games must be restarted if a Player disconnects in the first 30 seconds and/or before the first kill.
Proof must be captured and provided in the event of a dispute.
If a Player disconnects after the first 30 seconds and/or after the first kill, the map must be continued. The missing player may be reinvited to the game. The team with the missing player may not leave the game at the conclusion of the round that the disconnect occurred. If a team fully leaves the game due to a player disconnecting they will forfeit the map in question.
NO SHOWS:
A team has 10 minutes to show-up with the proper number of eligible players and be ready to start the match. Failure to do so will result in a forfeit. Teams are responsible for all scheduled matches.
If you have a No Show issue, navigate to your Support Ticket page and explain that your opponent did not show. As the match was not played, do not report any scores.
To receive a no show win, you must submit a ticket within 45 minutes of the scheduled match time.