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Multiplayer
Matchmaking, squads and codes, reconnecting, and what leaving costs.
#Matchmaking
- Like meets like: players within 150 rating points at first, widening by 20 points for every second the longest waiter has queued.
- Your chosen location is tried first. After 10 s you can also meet players who picked another location, on the location of whoever waited longest.
- New accounts (fewer than 5 saved online matches) count no higher than the start rating, so a first match is not against a veteran.
- If nobody is found in 90 s the queue gives up and the game offers Vs bots instead.
- A 3 s countdown starts the match, so every player has the map and roster.
#Squads and squad codes
- Create a squad to get a 5-character code; friends join with it. Codes use letters and digits that cannot be confused (no 0, O, 1 or I).
- A squad holds up to 5. You cannot join a squad that is in a queue or a match.
- For 5v5 every squad member needs a verified Chog.
- A private room code plays who you invite: it ignores rating and pays no rewards.
#Disconnects and reconnecting
- If your connection drops mid-match, your operator stays in the match (standing idle) for 20 s while the game reconnects you.
- The game keeps trying for 20 s. If it cannot, it says so: "Could not reconnect. The match went on without you."
- A connection that sends nothing for 10 s is closed.
- Leaving while still standing counts as a quit: the match pays no rewards.
#Fair play
Online matches run on the game server; for the game view it sends each player only what that player may know (hostiles they can see, teammates' spots, their own Visor dots), so the game view and HUD never show a hostile through walls. The tactical map is the one exception: it also gets every living hostile's position. The server sends 20 updates a second.