Published by this league's organizers. Check the season page for any additional regional requirements.
Read the league rules
(These rules are pending, this is not final.)
1. ELIGIBILITY
- All players must have a TFCL Play account linked to their Steam profile.
- Players may only appear on one roster per division.
- VAC-banned accounts in TF2 are not eligible.
2. ROSTERS
- Rosters must meet the format minimum before the first match of the season.
- Roster changes are allowed until the posted roster lock deadline.
- Ringers require approval from the opposing team leader before the match.
3. SCHEDULING
- Matches default to the weekly match day and time posted on the season page.
- Reschedules must be agreed by both teams at least 24 hours in advance.
4. MATCHES
- The map for each week is posted on the season schedule.
- KnightComp competitive configs are used unless the league posts otherwise.
- Both teams should record demos and keep logs for disputes.
5. CHARGE-TURN EXPLOITING
- Disputes regarding charge turning exploits will be handled on a case by case basis, as we are handling this differently to other leagues. Additionally, minor infractions may or may not be determined as sufficient grounds for any penalty, as we are mainly aiming to punish intentional exploiting. This is a very difficult thing to enforce. But to our knowledge, there is no better way.
- Since turn rates can vary depending on the loadout, we are being more specific when defining a maximum turn rate. We use "degrees per second" for this.
- The turn rates we are defining are lenient enough for most players to play in the league with no issue. The rules specified below will only concern players who are playing on framerates that are so high that the server-sided charge turn limit attempts to kick in.
- Players without the Boots or Tide Turner equipped cannot exceed a turnrate of 60 degrees per second, which typically results in a 90 degree turn over the span of 1.5 seconds (the typical length of a charge).
- Players with the Boots equipped, but no Tide Turner, cannot exceed a turnrate of 180 degrees per second, which typically results in a 270 degree turn over the span of 1.5 seconds.
- Players with the Tide Turner equipped are exempt from any turnrate rules, as this shield provides full turn control.
- All forms of turnstacking are banned (you are not permitted to use +left and +right keybinds whilst charge turning with mouse input, etc.)
- Usage of high framerates or m_filter is allowed as long as you do not exceed the turn rates defined above. Framerates beyond 610 tend to break the maximum allowed limit for charge turning, and this will be evident if your screen begins to "jitter" very often.
- Screen jitter, by itself, is not enough to prove charge turn exploiting. It also happens at random under rare circumstances, especially at high ping. Please keep this in mind if suspecting another player of exploiting.
- "Reima exception": Players using simultaneous gamepad and mouse movement are allowed to use their preferred control scheme as long as it is not used to charge turn beyond what the rules specify. It is recommended for such players to use the Tide Turner.
6. SCRIPTING
We are mirroring the RGL stance on scripting, with a few differences. Notably, players may not use:
- Bunnyhop script
- Turnstacking
- Panic spin scripts (turnstacking is banned regardless, so best not to use +left or +right)
- Contracker "CYOA" bind (which is often abused to pause movement while in a charge)
- 1-Tick c-tap script
KnightComp will explicitly allow certain scripts not mentioned in RGL's rule page:
- Jump charge bind (simply puts both actions on one button)
bind key "+chargejump"
alias +chargejump "+jump; +attack2"
alias -chargejump "-jump; -attack2"
- m_filter 1, paired with fps_max 60
(Allows players on most PCs to play on a more even playing field with 600 FPS users)
- Binds that toggle FPS to/from 60 and toggle m_filter where appropriate, such as while holding right click to charge
(Allows players on most PCs to benefit from high refresh rate monitors without compromising on charge turns, evening the playing field against 600 FPS users)
bind mouse2 +chargeturn
alias +chargeturn "m_filter 1; fps_max 60; +attack2"
alias -chargeturn "m_filter 0; fps_max [desired default FPS]; -attack2"
Additionally, the existing list of RGL allowed scripts can be used by players:
Crouch jump script
Null-cancelling movement script
Rocket jump script
Mask uber script
Team say scripts
Loadout changing scripts
Hide/Show Viewmodel Script (r_drawviewmodel)
Zoom Script (fov_desired)
Crosshair type and color changing script (cl_crosshair_file)
Medic radar script
No explosions/particles smoke script
Speedometer script
7. OTHER EXPLOITING / GAME MODIFICATIONS
We are mirroring RGL's rules regarding exploiting. If you wouldn't use a certain game modification or exploit in RGL, you shouldn't use it here either unless there is an exception made in the KnightComp rules.
8. KNIGHTCOMP WEAPON BANS, CLASSLIMITS
- Teams may run up to 6 Demoknights, up to 1 Medic, and up to 1 Soldier.
- Banned weapons: All stickybomb launchers, all shotguns, B.A.S.E. Jumper, Battalion's Backup, Vaccinator.
- In the event that the server is not running any plugins or whitelists to disallow Stickybomb Launchers or other banned items, you must adhere to the weapon ban list.
9. RESULTS AND FORFEITS
- The winning team reports the score by the posted deadline.
- Teams that fail to show within 15 minutes of the scheduled time forfeit.
- Unreported matches by the deadline are recorded as a double forfeit.
10. CONDUCT
- Cheating, exploiting, or match fixing results in removal from the league.
- Discrimination and harassment are not tolerated in any league space.
- League staff decisions on disputes are final.