No additional anti-cheat is required for official matches.
This game supports crossplay. All teams competing in this tournament will face each other, regardless of what platform they play on.
Matches will be played as a best of 3 series for the Regular Season, and a best of 5 series for the Playoffs and Finals.
The home team will create the lobby and invite the away team. Matches will be played across varying formats (i.e. 2v2, 4v4, etc.)
The following maps will be available for play in official Call of Duty League matches.
The following maps will be available for play in our Gunfight matches.
The away team will ban a map from the available list, then the home team will choose one of the remaining maps to play for the game. You may not play the same map back to back.
Competitive Call of Duty rules adjusts over time. See the latest official Call of Duty League competitive settings here.
Any Operators, Maps, Weapons, Attachments, Camos, Accessories, Stickers, Perks, and WildCards currently disabled during the Call of Duty League season play will be prohibited from use in our official games.
Each team may call to have a game map reset once per match if a connection problem arises, so long as the first round in a game has not been completed, gunfire is not being exchanged, and first blood has not yet occurred. In the event that a game map is rehosted, the same map must be used. If problems persist with regards to a player disconnecting after the game has already been re-hosted, the team must play the remainder of the match with the remaining players.
Both teams participating in a match must provide 4 players at the beginning of the first game, and 3 for each consecutive game. During a game, if a team should lose 2 players that have disconnected, that team will forfeit the remainder of the game to the opposing team. If a team is not able to field the required number of players for additional games in the series, then they will forfeit the remainder of the match. The same goes for the Gunfight Game Mode except the team must field a player should someone get disconnected.
The Home Team Captain should create the Private Match. As the hosting Home Team changes over the course of a match, the new hosting Team Captain should leave the Private Match and create a new one.