Scrim Standards

Members of The Worg Pack are all eager to improve. One way of doing this is by participating in scrims. WORG regularly organizes training scrims for its members. To make these training sessions go as smooth and effective as possible, the leaders set up a set of scrim standards for WORG members. These scrim standards dictate how WORG members play in both training and official scrims.

Class Layout

  • Combat Medic, Engineer & Heavy Assault only.
  • Class specific weapons only.
  • Nanite Systems-weapons only unless all teams agree otherwise.
  • Frag grenades only (if 1 or 2 player large teams, all must agree uppon the usage of frag grenades in the first place).
  • No implants
  • No C-4, Tank Mines or Personel Mines.
  • No Grenade Bandolier.
  • No deployable Engineer turrets or barriers.
  • No Shield Recharging Field
  • No underbarrel attachments
  • No auraxium weapons
  • No NC6 Gaus SAW 

Bases and base-specific rules

Sunderer position

Play area

Notable restricted area


Continent: Esamir

Base: Everett Supply Co.

Suggested team size: 1-2 player(s)

Priority on continent: #1

Note:

  • The yellow sunderer position may be replaced with the base's spawn room. The player(s) playing the faction that owns the base will use the spawn room.
  • Players may only shoot and spot through windows from the outside in. Unless the target player is on the same elevation as the shooter.

Continent: Esamir

Base: Elli Barracks Complex

Suggested team size: 2-4 players

Priority on continent: #2

Note:

  • Players are allowed to use the gravity lift near the vehicle terminal as long as they do not land on the roof, walls or end up out of bounds.

Continent: Esamir

Base: Palos Solar Array

Suggested team size: 4+ players

Priority on continent: #3

Note:

  • Players may not stand uppon the base's walls, including the walls around the capture point.
  • The blue sunderer's team may use the roof of the most eastern building.

Continent: Indar

Base: Benson Construction

Suggested team size: 2+ players

Priority on continent: #1

Note that the terrain is outdated, but the boundaries and sunderer positions are not.
Note that the terrain is outdated, but the boundaries and sunderer positions are not.

Continent: Indar

Base: Mao Southwest Gate

Suggested team size: 1 player

Priority on continent: #2

Note:

  • This base does not support continuous matches.
  • Players may not stand uppon the raised metal platform in the middle of the room. Nor may they stand on any stairs leading towards the platform.

Continent: Indar

Base: The Stronghold

Suggested team size: 2-4 players

Priority on continent: #3

Note:

  • This base does not support continuous matches.
  • The bottoms of both stairs are the starting locations.

Continent: Amerish

Base: The Scarfield Reliquary

Suggested team size: 2-3 players

Priority on continent: #1

Note:

  • Players may not use the jump pads on top of the play area building.

Continent: Amerish

Base: Barrik Electrical Station

Suggested team size: 1-2 player(s)

Priority on continent: #2

Note:

  • The play area may only be entered underground and not above ground.
  • The red sunderer's team may only enter the underground tunnel system via the northern stairway.
  • The blue sunderer's team may only enter the underground tunnel system via the south-eastern garage.

Continent: Amerish

Base: SolTech Charging Station

Suggested team size: 4+ players

Priority on continent: #3

Note:

  • This base can only be used when either one of the scrim team's factions controls the base. The team playing the faction that controls the base will use the base's spawn room.

Continent: Hossin

Base: Construction Site Alpha

Suggested team size: 2+ players

Priority on continent: #1

Note:

  • Players may not shoot or spot down the "spawn lanes", north and south of the western restricted area.

Continent: Hossin

Base: Construction Site Sigma

Suggested team size: 1+ player(s)

Priority on continent: #2

Note:

  • Players may not shoot or spot down the "spawn lanes", north and south of the eastern restricted area.
  • The two restricted areas inside the main building only take affect on the raised metal platforms and its stairs. Not on the spaces underneath the platform or stairs.

Continent: Hossin

Base: Construction Site Epsilon

Suggested team size: 2+ players

Priority on continent: #3

Note:

  • Players may not shoot or spot down the "spawn lanes", north and south of the western restricted area.

General Rules

These rules will always be of affect, unless all teams agree otherwise.

  • Players may not leave the play area. If a player leaves the play area, he must instantly redeploy to his sunderer. He may not walk back.
  • Players may not enter the restricted areas during continuous matches.
  • During a continuous match players may not "wonder about" outside the play area for too long. If a player is done respawning, resupplying or sorting out his loadout, he must find his way towards the play area right away. The player may decide his own route to the play area, but may not detour.
  • During a match with a "rounds" scoring system, any player that dies during the round must wait at his sunderer until a new round will start.
  • Players may not use the Heavy Assault rocket launchers.
  • Players may not use the "wield knife" ability.

Official Rules

These rules will only be of affect during official scrims, e.g. outfit scrims or non-outfit 1v1's, 2v2's etc.

 

Scrim Host

Every official scrim has a scrim host. The host's role is that the whole scrim goes smoothly and according to the rules. The scrim host is the "leader" of a scrim. Although he can not make any direct changes to the scrim, he does play an important role in every official scrim. Below follows a list of important and mandatory things to know while you're a scrim host.

  • The host can not be participating in the scrim.
  • Both playing teams must agree that the host is impartial.
  • The host must be a Light Assault at all times and must spectate from a convenient position.
  • During a match with a rounds scoring system. The host will keep track of the score by typing the new score in the yell chat after the round has ended.
  • During a continuous match the scrim host will use the scrim tools provided on our website (recommended) or other approved timer software to keep track of both team's "capture time". For a team's timer to start counting, at least one player of that team must stand on the uncontested capture point. If the capture point is neutral or contested the timer for both teams will pause. After the first half of the match has ended, the host will pause the timer and write down the current times of both teams.
  • The host can expell players from a match for a maximum of one minute.

Rounds

The most common way of keeping track of the score during 1v1's is the rounds scoring system. Below will follow an amount of important rules to follow when making use of a rounds scoring system.

  • The score limit is 10. The player who reaches this score limit first wins the scrim.
  • Both players must start at the same time. If any of the players is convinced that it was a false start and the person of concern has announced a false start fewer than four times, the player thinking so must announce so within five seconds after the round has started, forcing the round to start over. If a player announced a false start four or more times, only the scrim host can force the round to start over when this player announces a false start.
  • In case of a trade - two players killing each other at the same time - no score will be added to either player's scoreboard.
  • When a player scores a point. Players will swap starting positions in the next round.
  • If a match is interrupted, the scrim host will decide if a base switch is necessary or not. If a base switch is necessary, the host will choose a new base off the list of bases above. Whether a base switch is necessary or not, the current round will be played over and the current scoreboard will keep all its values.

Continuous matches

All official large scrims will be held by using continuous matches. This will provide a tactical game and at the same time a really intense one too. Below follow important rules concerning continuous matches during scrims.

  • Matches will last approx. 45 minutes (20 min. first half, 5 min. break, 20 min. second half).
  • The team that has the most time on the uncontested capture point after the second half wins the match.
  • The sunderers will swap positions during the break.
  • All players within 15 meters of their sunderer are in their safe zone and may not be spotted or shot at. If there is debate about whether a player was in their safe zone when killed or spotted or not, the host will decide.
  • If a match is interrupted, the timers will be paused and the players will go back to their sunderers resupplying their equipment. The host will also decide if a base switch is necessary or not. If a base switch is necessary, the host will choose a new base off the list of bases above. If the match was interrupted during the first half, the timers for both teams will reset. If the match was interrupted during the second half, the timers for both teams will be reset, but the times after the first half will be added to the times of the second half when the second half is over.
  • If both teams have the same final time. The teams will fight in a sudden death - a team deathmatch with no respawns - to decide the victory.