PUBG Mobile

PUBG Mobile
  • 8 Competitors
  • Points
  • Teams (3 vs 3)
NamePointsGPWLW%StreakIdle

(“PUBG & PUBG MOBILE AFBN RULES”)



Teams may agree to the style of match before start time (seasonal team/solo or private match). If no agreement or decision is made, the default competitive mode will be PRIVATE MATCH.

THE BASIC GIST OF PRIVATE MATCH TEAM PLAY

Two (2) teams of 4 rostered players representing each competing team, all join the same custom game lobby using the settings listed below. Captains can agree on a lower player count, example being 1v1 or 2v2 etc.., however if no agreement is met then the match will continue 4 versus however many players are present, even if it’s just one.
Once match begins, opposing players are to mute one another.
Both Teams must not jump at the same time. Challenging team jumps at the very beginning of Plane Drop. Challenged team jumps near, or at the end.
The two teams of four will compete to see which team dominates the other. If in the event there is no clear victor, the team with more players remaining is the winner. If in the event of a tie, you will restart that game.
Each match will be a race to three (3) games. This means, the first team to have three (3) accumulated game wins… Wins the match.

THE BASIC GIST OF SEASONAL SOLO/TEAM PLAY

Two(2) teams of one(1) rostered player representing each competing team, or two(2) teams of two(2), both join the same public game lobby.
Both players must not jump at the same time. Challenging player jumps at the very beginning of Plane Drop.
Challenged player jumps near, or at the end.
Alternating this example, the two individuals or two teams of two will compete for MOST KILLS and BEST PLACEMENT which creates an overall number and clear victor when using the points breakdown listed below.
Killing Your Matched Opponent is Instant Victory for that one game, regardless of points achieved.
Each match will be a race to three (3) games. This means, the first individual to have three (3) accumulated game wins… Wins the match.

THE BASIC GIST OF TOURNAMENT TEAM PLAY

Two (2) rostered players representing each competing team, all join the same public lobby.
Once match begins, opposing players are to mute one another.
The challenging team will jump first when the airplane allows them to drop. Then the challenged team will drop towards the end of the ride.
Alternating this example, the two teams of two will compete for MOST KILLS and BEST PLACEMENT which creates an overall number and clear victor when using the points breakdown listed below.
Each match will be a race to three (3) games. This means, the first team to acquire MOST KILLS and BEST PLACEMENT three times.. Wins the match.

THE DETAILED BREAKDOWN

Game Preparations
Solve any problems that may occur before a match begins. In the event of problems during games, players should always take and upload screenshots. In the captures, it must be possible to identify both players before the game, the final result and any questionable situation.

No Show
If a participant is not ready to play 10 minutes after the scheduled game time, a ticket must be submitted to report him/her. If your opponent is not available to play when your match is fixed, you should report him/her as not presented.

Disconnections
In the event that a player goes offline during a game, that player will receive a default loss. Participants can also choose to leave a game if they wish. Abandonment will be counted as loss of the match. AFBN is not responsible for any connection or hardware problems that players may have while participating in the ladder.

Game Rooms

The challenged will be the host. The host player will be responsible for setting up the game room with the correct settings and inviting the opposing player. The host player will also play as the home team in the match. Players should always take a screenshot to provide evidence of player names, team selections and also give an indication of when the game started.

Application of Rules
Rules are a guide and administrators’ decisions may differ from them depending on the circumstances. AFBN administration may change these rules at any time without notice.

Communication and Support
AFBN.Contact@gmail.com; but only if our Support Ticket system fails you. Users spamming this email, or arguing decisions ruled..etc., will be site banned.

Protests
The player has 5 minutes to dispute incorrect information about the match. Match protests must include game evidence that clearly shows the match results. Players are responsible for providing evidence of match results in the event of a Support Ticket.

Confidentiality
Conversations, whether verbal or written, between organizers, administrators or referees, and participants are confidential. Publicly posting or sharing these conversations with third parties is strictly prohibited, unless AFBN permission is obtained.

Player Conduct

Competitive integrity
Players are expected to conduct themselves as well as possible at all times. Players must behave in a competitive manner, maintaining a courteous and friendly demeanor towards competitors and other players in the ladder. Players who engage in unfair, unsportsmanlike, inappropriate, annoying, harassing, threatening conduct, or who violate any rule, gain an unfair advantage by participating in the tournament, or obtain winner status using fraudulent means will be disqualified. Inappropriate conduct may include, but is not limited to, cheating, hacking, bugging, impersonation, and intentional disconnection. Players are expected to show good sportsmanship and fair play. Any unsportsmanlike conduct or toxic behavior will be dealt with with a heavy hand during the all times of this ladder. Players must play to the best of their ability at all times. The administration maintains the exclusive judgment of the violations of these rules, will interpret them and resolve any dispute, conflicting claim or ambiguity at its sole discretion. Your decisions will be final.

Language
In all languages, players cannot use obscene gestures, profanity, and/or racist comments in game chat, game room, or interviews. This includes abbreviations and/or indirect references. Tournament administrators reserve the right to enforce this at their own discretion. These rules also apply to Discord forums, emails, personal messages, and channels.

Disputes
Any general dispute that a person may have with the current operation of the ladder should be addressed first by submitting a Ticket for Support. Failure to follow the proper dispute procedure will result in denial of the dispute and the possibility of additional penalties.

Betting
Bets during any AFBN sanctioned event (by a player, team or on behalf of anyone associated with the team) are not allowed. This includes trying to intentionally alter the game by losing or trying to affect the results. Participants will be disqualified from the ladder and will receive a 1 year ban.

Software or Hardware
Use any software or hardware to gain benefits that would not otherwise be available in the game are strictly prohibited. Examples include, but are not limited to: any form of scripting, color patterns, texture changes, and sound changes.

Disqualification
AFBN and its Officials reserves the right to disqualify players. Any player found using a known exploit will lose the match at the time the first exploit occurs. If the player is found to be using another known exploit a second time, and it is determined that it was done on purpose, they will be removed from the event and excluded from any future use of any of our websites.

Match Files
All media files of the match must be kept for at least 14 days. Falsifying or manipulating such files is prohibited and will result in severe penalties. Files should be clearly named based on what they refer to.

Defining match files
Match files are all files uploaded, including but not limited to: screenshots, recordings, models, and videos. The screenshots should always be taken from any contentious situation, and should always include end results and any disconnections.

Personal broadcast
Personal broadcasting is allowed! And encouraged.

In-Game Settings
Every Match in the Competition will use eSports Mode with the following Match Settings. All settings shall remain default unless explicitly stated below. AFBN Officials reserves the right to make changes to In-Game Settings for any reason at any time. AFBN Officials may make temporary adjustments to In-Game Settings in order to help mitigate the impact of any in-game bug.

2.1. Basic
2.1.1. Game Settings
Map: Erangel Classic, Miramar or Sanhok
Players: 64
Team Members: 4
2.2. Rules
2.2.1. Weather
Weather: Sunny
2.3. Erangel Classic Settings
2.3.1. Erangel Classic Settings: Blue Zone (see front page)

2.3.2. Erangel Classic Settings: Item Spawns
Item Spawn Type: Adjustable Ratio & Adjustable Total Number
Spawn Rate Multiplier: 1.8x
2.3.3. Erangel Classic Settings: Ammunitions
Ammunitions: 1x
Bolts: 0x
Flares: 0x
2.3.4. Erangel Classic Settings: Weapons
Sniper Rifles: 1.5x
DMRs: 2x
Assault Rifles: 1.4x
Hunting Rifles: 0x
LMGs: 0.4x
SMGs: 1.8x
Shotguns: 0.9x
Handguns: 0.4x
Throwables: 1.3x
Stun Grenade: 1.2x
Frag Grenade: 0.7x
Molotov Cocktail: 1.1x
Smoke Grenade: 1x
Melee Weapons: 1.7x
Crossbow: 0x
Flare Gun: 0x
2.3.5. Erangel Classic Settings: ETC
Magazine Attachments: 0.5x
Muzzle Attachment: 0.7x
Foregrip Attachment: 1.2x
Stock Attachments: 1.5x
Quiver (Crossbow): 0x
2.3.6. Erangel Classic Settings: Consumables
Boost Items: 0.9x
Gas Can: 0.3x
2.3.7. Erangel Classic Settings: Equipment
Backpack: 0.6x
Helmet: 0.8x
Armored Vest: 0.8x
*Note: Helmet (Lv.3) can only be found in care packages.
2.3.8. Erangel Classic Settings: Clothing
Clothing: 0x
2.3.9. Erangel Classic Settings: Land Vehicles
Motorbike w/ Sidecar: 0x
2.4. Miramar Settings
2.4.1. Miramar Settings: Blue Zone (see front page)

2.4.2. Miramar Settings: Item Spawns Item Spawn Type: Adjustable Ratio & Adjustable Total Number Spawn Rate Multiplier: 1.8x 2.4.3. Miramar Settings: Ammunitions Ammunitions: 1.1x Bolt: 0x Flare: 0x 2.4.4. Miramar Settings: Weapons Sniper Rifles: 3x DMRs: 3x Assault Rifles: 1.6x Hunting Rifles: 0.8x LMGs: 0.8x SMGs: 1.7x Shotguns: 0.9x Handguns: 0.3x Throwables: 1x Stun Grenade: 1.2x Frag Grenade: 0.5x Molotov Cocktail: 1.2x Smoke Grenade: 1x Melee: 1.7x Crossbow: 0x Flaregun: 0x 2.4.5. Miramar Settings: ETC Sight Attachments: 1.1x Magazine Attachments: 1.1x Muzzle Attachments: 0.6x Foregrip Attachments: 1.2x Stock Attachments: 1x Quiver (Crossbow): 0x 2.4.6. Miramar Settings: Consumables Gas Can: 0.3x 2.4.7. Miramar Settings: Equipment Backpack: 0.8x Helmet: 0.9x Armored Vest: 0.8x *Note: Helmet (Lv.3) can only be found in care packages. 2.4.8. Miramar Settings: Clothing Clothing: 0x 2.4.9. Miramar Settings: Land Vehicles Motorbike w/ Sidecar: 0x 2.4. Sanhok Settings 2.4.1. Sanhok Settings: Blue Zone (see front page) 2.4.2. Sanhok Settings: Item Spawns Item Spawn Type: Adjustable Ratio & Adjustable Total Number Spawn Rate Multiplier: 1x 2.4.3. Sanhok Settings: Ammunitions Ammunitions: 1x Bolt: 0x Flare: 0x 2.4.4. Sanhok Settings: Weapons Sniper Rifles: 3x DMRs: 2x Assault Rifles: 1.5x Crossbow: 0x Flaregun: 0x 2.4.5. Sanhok Settings: ETC Stock Attachments: 1x Quiver (Crossbow): 0x 2.4.6. Sanhok Settings: Consumables Gas Can: 0x 2.4.7. Sanhok Settings: Clothing Clothing: 0x 2.4.8. Sanhok Settings: Land Vehicles Motorbike w/ Sidecar: 0x In-Game Tournament Scoring Every Match in each Competition will award Points in accordance with the following scoring system. 3.1. Kill Points: Kill Points are awarded to players/teams based on the number of Kills the individual/team accumulates during each Match. A player/team will earn one (1) Kill Point per Kill. 3.2. Ranking Points: Ranking Points are awarded to individuals/teams based on their finishing position at the end of each Match. Teams will accumulate Ranking Points based on the following matrix. (see front page)

ResultMatch Date