Competitive ranking // team deathmatch

TDM Ladder

Ratings replayed over every verified team game on the server, read straight from the match logs. Your side is rated by its average strength, and how you played inside it counts too — frags, damage dealt and powerup control. A rating only counts once it is earned, so a hot streak over three games does not outrank a season of evidence.

Standings

Loading ladder…

The math

How the rating works

Rating systemGlicko-2
Team result70%
Your own game30%
Rating countsconfirmed only

Your rating is what you have earned. Behind it the maths keeps a best guess at your strength and a margin of error around that guess. Points still inside the margin are not yours yet, so they are held back — that is the to prove figure on your row, and the bar shows how far your rating has settled. Play more and the margin narrows, so your rating climbs to meet the guess without you playing any better. Stay away from the server and it reopens.

Nobody is ever held to an impossible standard: every regular keeps a little irreducible uncertainty, and that part is never counted against you. Once your rating is settled it simply reads as your full estimate and moves only when you win or lose.

This is why four wins from four games ranks below a long steady record. Both players might be equally good — but only one has shown it, and a ladder that ignores the difference just ranks whoever got hot most recently.

Seven tenths of each update is the team result, measured against the opposing side's average skill and its own uncertainty, so beating a squad nobody has measured yet moves you less than beating a known quantity. The final margin scales the step — a 171–112 stomp counts for a little more than a 122–126 nailbiter.

The remaining three tenths is your own game, scored against everyone else on the server that map: net frags (40%), damage dealt (35%) and powerup control (25%), where a belt or an amp counts for three shield packs. Each part is measured relative to that lobby, so map, match length and era all cancel out, and all three sum to zero across the server — a match never mints rating points through them. Out-frag and out-damage a lobby while your team loses and you barely drop; get carried to a win contributing nothing and you barely gain. Where the logs carry no damage data, that component is dropped and its weight goes to the other two rather than scoring everybody flat.

A game is rated only when both sides are of equal size, every player has a verified GUID, no bots are present, and the map ran at least five minutes. Players stay provisional until their rating is roughly four fifths confirmed. Duels and FFA never touch your TDM rating.