
Welcome to the QAW gaming servers and forums! We encourage fairness, teamwork and good sportsmanship during your stay here. We welcome players of all skill levels and experience and strive to make sure everyone has an opportunity to have fun and develop their own game play, and along the way meet some great players and people within our community.
We operate our servers on some basic principles and guidelines which we expect you to honor while spending time with us. One of these basic principles is respect. This essential principle applies to all players and staff members while visiting our servers. No one player is due any more or less respect than any other. Show it to get it, and you will have earned it!
The QAW Servers~!
205.234.152.179:27960 - ET 2.60b, Original Maps, ETPub 0.8.1/Client 20100628, 6 Hour XP Save, No FF
205.234.152.180:27960 - ET 2.60b, Custom Maps, ETPub 0.9.1/Client 20100628, 24 Hour XP Save, No FF
Server Rules~!
1. No recruiting or advertising for your clan while playing on our servers.
2. Do not ask to be recruited. QAW is an invitation only clan. Asking repeatedly will lessen any chance you have of being asked to join.
3. Our servers speed is set higher than the default. Do not use this speed to exploit common “trickjumps.” (aka "TJ") Illegal trickjumps are defined as any tickjumps that allow you to bypass an objective to reach the main objective, i.e. jumping the wall on oasis, jumping into the fueldump, jumping up the beach on battery, etc. Have a look at this thread on our forums for some examples.
4. Friendly Fire is off. Do not utilize this to exploit grenades or artillery in order to gain access to normally inaccessible places (i.e. nading over walls/rooftops).
5. Do not use any “trickplants” that can’t be defused by a single unassisted engineer.
6. Keep profanity to a minimum.
7. Racial slurs or other demeaning speech meant to hurt others is unacceptable in any form and will result in an immediate Permanent Ban.
8. Bashing other players due to a supposed lack of skill will not be permitted.
9. Cheating will not be tolerated, nor will accusing others of cheating. If you suspect someone, make a demo of them and submit your demo through PM to one of our QAW members via our forum.
10. You may not sabotage your own team to further your own experience or because you do not like what another player is doing. Defusing others dynamite, purposefully running over land mines in order to set your own, or blocking mortar units, etc. are not permitted. Furthermore, camping at your own spawn solely to toss ammo or health may be viewed as counterproductive, and you may be asked to more directly help the team. Please comply with this request if it is issued.
11. Calling kick/shuffle/mute votes indiscriminately is prohibited. Frivolous votes will be cancelled, and repeat offenses may result in a ban. Please save shuffle votes for the beginning of a map.
12. Impersonating QAW members, bashing the clan, putting a QAW tag at the end of your name or otherwise using or imitating the QAW clan tag likeness may result in instant banning.
13. No spawn killing~!
Spawn killing means any kills or show of force with any weapons. The following pictures demonstrate spawn killing boundaries.
Spawnkilling Boundary Pictures
Spawnkilling Rules In-depth:
13a. Do not go into the areas indicated in red. Likewise, do not shoot, throw artillery, mortar, place mines, etc. directly in these areas. Keep in mind that all explosive weapons (artillery/airstrikes, nades, dyno, etc) have a radius of splash damage. Using these weapons close to the boundry may produce splash damage inside an SK zone.
13b. Spawn Camping or loitering in the vicinity of the opposing teams spawn simply to kill them as they leave the SK zone is poor sportsmanship and is not allowed.
This is our basic Spawn Killing (SK) policy. This should not be construed as an all encompassing complete and perfect list. These are general guidelines with respect to managing the server. As with any live, dynamic game environment, not all eventualities can possibly be covered in a nice, neat, handy list. Keep this in mind when reading these guiding principles. In the absence of clear direction from these guidelines we depend on the judgment of our members and admins to “fill in the gaps” for unusual, real time or unique game instances that arise. We do not pretend to be perfect and as such you may disagree with the application of our policy as it pertains to you. If so, we encourage you to visit our admin section to respectfully give us your opinion about your encounter with our staff members.
Some things to remember during game play: Admins and members can’t be everywhere at once. We may miss an infraction from time to time. Along those lines, while we trust most players are honest, we can’t “dispense justice” based on your allegation. Generally, we must see the violation occur in order to act on it. Also, each of our members and admin have a range of actions at their disposal to deal with conflicts on the server. While we strive to take action at the lowest level, players who engage in actions that disrupt game play or are against the spirit and intent of our server guidelines are subject to administrative action without warning. Courtesy warnings for unacceptable actions are the exception, not the standard, and should not be expected. Furthermore, harassing players or regulars with a more intimate knowledge of our rules you continue to abuse them, may be dealt with more harshly to include being banned without warning.
The "Nature of the No Spawnkilling Rules" contributed by Bichkilla{QAW}
The following is something to keep in mind when playing on our servers or reading up on our rules. The philosophy behind no spawnkilling is an easy one to understand. In an objective based game, we want to give both teams the ability to spawn and make their way to the objective where the battle will be won. In an attempt to allow for this we have created zones that give each team to chance to spawn and make their way towards the objective without fear of being attacked. These areas should not be attacked by the opposing team, nor should they be used as safe zones or places to attack from. Players choosing to attack from the spawn such as a mortar, MG, or field ops can be attacked, but keep in mind there will be spawning players in the area that should not be attacked. Non-captureable spawns are not objectives and should not be treated as such. Any attempt that has the intent of killing players directly after spawning, or of keeping players in the spawn by camping or firing into spawn doors can and will be seen as spawnkilling. In addition, killing players who have no spawn shield but are not attacking can be considered spawnkilling.
Exceptions:
Now let’s talk about exceptions or exclusionary circumstances.
A. SK is allowed against an opposing player who is using their spawn to attack from or otherwise mount an offensive against the opposing team. Some (non-inclusive) examples are Soldiers on mortar or MG, Field Ops calling artillery, and Engineers deploying mines or dynamite. Players acting in support roles are also fair game. This includes Field Ops camping to throw ammo and Medics camping to throw health. (Note that this does NOT include Fops/Meds tossing packs as they leave the spawn, only if they are camping specifically to pack up themselves or their team.)
B. If a member chooses to exercise their right to kill opposing players in the spawn (see non-inclusive examples above) the attacker must exercise caution so as not to kill “innocent bystanders” occupying the spawn. Killing players not involved in offensive action is considered spawn killing. The attacker bears complete responsibility for accidental collateral damage and may be subject to admin actions. If you choose to take a “shortcut” through the opposing team’s spawn and there is an enemy present your choices are to run and/or pray. Any show of force even in defense will be considered spawn killing.
C. Contestable spawns that can be held temporarily by either team, such as the Forward Bunker on Battery or the Depot Yard on Rail Gun are not subject to SK rules at all. Spawns that can be captured and then permanently held such as the Old City on Oasis, or the Main Bunker on Radar, are not subject to SK rules until they are permanently captured. The Axis CP spawns on Battery and Railgun and the Allied CP spawns on Radar and Fueldump are treated as contestable and no SK rules apply.
D. Tactical Spawns are those that may be selected manually, but are not the current default spawn. These are considered tactical points and may be attacked freely. This applies to ANY spawn point that is not the CURRENT default spawn. For example: The Axis spawn near the West Radar parts on Radar has NO SK protection at any point, as it is never a default spawn. A slightly more complex example: The initial Allied spawn on Goldrush is only protected until the Tank is stolen. At that point it is no longer the Allied default spawn, and as such it is no longer protected. It never becomes the default spawn again, and so it is open to attack for the remainder of the map.
E. Attackers transporting objectives (gold or radar parts) through or into their spawn are not protected by SK rules. They are fair game along with players providing escort or protection of objective while in transit. Once the objective is dropped and secured by defenders, SK rules resume their normal application.
F. Gold Rush Specific Exceptions: After the tank has been stolen, but before it leaves the courtyard, the outside area is open to attacks intended to slow or stop the tank. The actual spawn room is off limits. After the second tank barrier is destroyed AND as the tank is moving under the bridge to its parking spot outside the axis spawn, SK rules do not apply at the Axis spawn until the bank doors are blown. However, the actual Axis spawn room is still off limits.
G. Fuel Dump Specific Exceptions: Allied players may shoot and/or use grenades or rifle-nades (no mortars) to keep the upper room overlooking the tank path clear of Axis players. This exception applies only to outside Allied attack, not actual entry into upper room or suppressing fire from cross walk leading into upper room. In other words, you can shoot in the windows but not in the door. You can toss nades in from any angle, but not go into the actual room.
H. Battery Specific Exceptions: The second Allied beach spawn has limited protection at all times, due to the very exposed nature of both allied spawns. No explosive weapons (nades, artillery, airstrikes, satchels) may be used, but small arms fire is permitted.
If you feel you have been treated unfairly or would like to contest an admin ruling, you may post in our forums under Administrative Actions.