[ 03 · PILOT MANUAL ]

How matchmaking works

A player's guide to ClashEngine — how to queue up, party with friends, what counts as abandoning a match, and how skill ratings move.

← Recent matches
The same list ?helpclash shows in-game

Player commands

Type these into chat, with a leading ?.

A note on notation: <like this> means a value you have to fill in (e.g. <queue> stands for an actual queue name like 4v4). [like this] means the value is optional and the command works with or without it. Don't type the brackets themselves.

?play [comp|casual] <queue>
Get in line for a match. The first word picks the tier — leave it off for competitive. If you're in a party, your whole party gets in line together.
?cancel
Step out of every line you're in. If you're in a party, the whole party comes out together. Does nothing if nobody was waiting.
?queue [<queue>]
On its own, lists every queue and how many people are waiting in each — competitive and casual shown side by side. Pass a name (e.g. ?queue 4v4) to see who is in line for that queue and how long they've been waiting. The name matches loosely: ?queue 4v4 shows both the competitive and casual versions if both exist.
?rating
Show your skill rating in each game type, along with how many matches you've played. The number is on the same scale as the Rat column you see on scoreboards.
?chart
Shows stats for the current match.
?items
Show how many repels and rockets every still-standing player in the current match has left, broken out by team.
?return
Jump back into the match you stepped out of. Puts you straight onto your team in the ship you were last flying. It won't help if you've already been knocked out or the match has wrapped up.
?party [<p1>,<p2>,...]
On its own, shows your current party — its mode (open or closed), how many people are in it, and who they are. In closed parties the leader is marked. Pass one or more comma-separated names (e.g. ?party alice,bob) to invite players. The same command both starts a new party (when you don't have one yet) and adds people to your existing party — no separate "create" step.
?accept [inviter]
Accept a party invite. You can omit the player name if you only have one invitation pending.
?decline [inviter]
Turn down a party invite. You may also omit the player name in the same way as ?accept.
?partymode [open|closed]
See your party's current mode, or switch it. See Parties for what open vs. closed means.
?forgive <player>
Vote to clear a teammate or opponent's pending griefing penalty if you think it was unfair. See Griefing & forgiveness.
?play, ?queue, ?cancel

Queues & tiers

Every queue is a particular format (like 2v2 or 4v4) at a particular tier. There are two tiers:

comp

The default. Tighter matchmaking — the engine works harder to make sides even — and your skill rating moves at full weight on the result. Stricter teamkill rules.

casual

More relaxed pairing and your rating only moves half as much. Teamkill rules are more lenient. Penalties for leaving early still apply.

Typing ?play 4v4 queues you for the competitive 4v4 by default. Add a tier to switch: ?play casual 4v4. ?cancel takes you out of every queue you've joined.

You can sit in more than one queue at once. As soon as any one of them fills, it pulls you in and removes you from the others.

?party, ?accept, ?decline, ?partymode

Parties

A party is a group of friends who queue together. Invite people with ?party alice,bob; they'll get a chat message and can reply with ?accept or ?decline. When anyone in the party hits ?play, the whole group goes into the queue together. Matchmaking will do its best to keep you grouped — ideally everyone gets pulled into the next match together — but if it can't put together a good-quality match with the party intact within a short window, it will split the party up rather than make everyone wait indefinitely.

You can only be in one party at a time. If you want to switch, leave your current party first. Invites from someone else won't work while you're already in a party — the inviter will see that you're busy.

Open vs. closed parties

Every new party starts as open. In an open party, anyone in the group can invite more people. Use ?partymode closed to switch to closed: only the leader can send invites from then on.

Anyone in an open party can switch it to closed; whoever does becomes the leader. Switching back to open from closed, on the other hand, can only be done by the current leader.

Tip: open parties are great when you're trying to gather a stack quickly and want everyone to pitch in. Closed parties are better once you've finalised the roster and don't want anyone else getting added.

What the engine checks

When your party tries to queue, every member needs to be free — nobody already in a match — and the party can't be bigger than the queue allows (no 5-stacks in 4v4). If any check fails, nobody from the party joins the queue.

The stages a match goes through

Match lifecycle

Once a queue fills, the match moves through three stages:

Forming

Everyone's been picked but not yet in the arena. There's a short window for people to show up. If someone never makes it in, the match is Cancelled: nobody's rating moves and nobody who did show up is penalised.

Live

Everyone's in the arena and the match is being played. The end conditions (kills, timer, etc.) are ticking down.

Completed Abandoned Cancelled

Completed covers matches that played out to a winner — including ones where the other team gave up early and forfeited (see forfeits). Abandoned means the match couldn't be resolved into a winner because too many players walked away. Cancelled means it never actually started.

You'll see one of these badges on every match card on the home page.

When you can swap your loadout

Changing ships

You're locked to whichever ship you're flying for the rest of your current life. The reason is mechanical: every ship change in Continuum hands you a fresh item count — effectively a free reload. Allowing mid-fight ship swaps would let you top up repels and rockets just by hitting a different ship key.

There are two times you can change ships:

During pre-match staging
The stretch between getting picked for a match and the GO is open — swap around, try a few, settle on the loadout you actually want. Free reloads aren't a concern yet because the fighting hasn't started.
For a few seconds after a death
When you die, the engine opens a brief window (length varies by queue) for you to change before respawning. You'll see a chat message telling you how long you have. Use it to react to how the match is going — if your current ship isn't working, switch to one that suits the situation better. Once the window closes you're locked into whatever ship you ended up in.

On your last life in a limited-lives mode the post-death window doesn't open — you're knocked out at that point and there's no respawn to wait for.

What happens when you step out

Leaving, grace, and abandoning

A short break in the middle of a match — a quick spec, an arena hop, a brief disconnect — won't get you in trouble. Each player gets a grace window: time to come back before the system gives up on you.

Pending

Picked for the match but haven't entered the arena yet.

Active

In the arena and playing.

In grace

Stepped out — specced, left, or disconnected. Clock is running.

Abandoned

Grace ran out without you returning.

You can pop in and out as much as you like as long as you're back before your grace window runs out. The way back in is ?return — it puts you straight onto your team's freq in the ship you were last flying, and you're straight back in Active.

What counts as abandoning?

You're considered to have abandoned only if you leave (or fail to return) while teammates were still able to play. That's the case the penalty is meant to discourage: walking out and sticking the rest of your team with the loss.

If you're the last viable player on your team and you spec out (or disconnect, or run out of lives), you don't pick up an abandonment penalty. There was nobody left to leave behind. Your team will forfeit the match — see forfeits — but the abandon flag isn't pinned on you personally.

Team-wide grace

There's also a team-wide grace window (about 10 seconds): if your whole team is out of the arena at the same time — for example, two simultaneous disconnects — the team has those 10 seconds to recover before the match is forfeited. This is short on purpose; the goal is to absorb a freak network blip, not to give a losing team a quiet way out.

When a match doesn't finish in the usual way

Forfeits, cancellations & elimination

Forfeiting and abandoning are different things. Forfeit is a team-level outcome: a team has nobody left to play and the match ends with the other team winning. Abandoning is a per-player flag aimed at people who left an active match and ditched their teammates — see the section above. The two often happen together but track separately.

Cancelled
The match never actually started — usually because someone who was picked never showed up to the arena in time. Nobody who made it gets a penalty, and ratings don't move. The no-show picks up an abandonment penalty.
Forfeit win
One team has nobody left who can play (everyone's specced out, disconnected, or eliminated) and they don't recover within the 10-second team-wide grace. The surviving team wins; the match shows up as Completed with them ranked first. Anyone who abandoned along the way picks up the personal penalty; players who simply got eliminated, or who were the last one to spec out, don't.
Abandoned
The match badge shows Abandoned when there's no viable team left to crown a winner over — enough players from both sides walked away that the engine can't resolve the match into a forfeit win for anyone. Every player who got flagged for ditching their team along the way picks up the personal abandonment penalty.
Eliminated
In limited-lives modes, once you've spent your last life you're done with that match — there's no respawning. Eliminations aren't penalised: you can hop into another queue immediately, and your rating still updates from the original match when it eventually wraps up.
What it takes to win

How matches end

Each game type has its own win condition. Most of the time they fall into one of these:

First to N kills
The first team to reach the target kill count wins. Teams are ranked by kill count from highest to lowest.
Time limit
A timer runs for the length of the match. When it's up, whoever's ahead wins. If it's tied at the buzzer, the match goes into sudden death — the next kill that breaks the tie ends it. There are no draws.
Elimination
In limited-lives modes, the match ends as soon as one team has no players with lives remaining. The team with anyone still standing wins.
Both at once
Most game types combine these — for example, "first to 30 kills, or whoever's ahead after 12 minutes." Whichever condition trips first ends the match.
?forgive

Griefing detection & forgiveness

After every match, the engine looks over what happened and flags anyone who appears to have been griefing. A flag turns into a griefing penalty straight away, but it doesn't lock in immediately — there's a short window where the other players in the match can vote to clear it.

What gets flagged

Burning lives early
In limited-lives modes, the engine flags you if you blow through all your lives unusually quickly, leaving your team a man down for the rest of the match. The worse the timing — for example, all dead within the first minute of a 20-minute match — the bigger the penalty.
Too many teamkills
Going past the per-mode teamkill limit gets you flagged. The further over the limit, the bigger the penalty.

Forgiveness

While a flag is pending, anyone else who played in that match can use ?forgive <player> to disagree. If enough forgiveness votes come in before the window closes, the penalty is wiped — useful when someone was flagged for an honest accident (a stray bomb, a bad disconnect) rather than actual griefing.

Anyone who played in the match can vote, except the player being flagged. One vote per person per penalty.

Time-outs from the queue

Penalties

A penalty just means you can't queue for a while. If you try ?play while you've got one, it'll tell you when it ends. There are two kinds:

Kind
Starting time-out
Repeat penalty
Resets after
Abandoning
10 min
doubles each time
24 h clean
Griefing
5 min
doubles each time
24 h clean

Penalties stack as you repeat them. Your first abandonment is 10 minutes; if you abandon again before 24 hours have passed, the next one is 20 minutes, then 40, and so on. Worse offenses (e.g. burning all your lives in 5 seconds) can multiply the time-out further.

The clock resets after a clean stretch. If you go 24 hours without another offence of the same kind, you're back to the starting time-out. Your two penalty types track separately — abandoning a match doesn't reset your griefing history, and vice versa.

How the Rating column works

Skill rating

Each game type has its own skill rating, tracked separately. Win matches against tougher opposition and your rating goes up; lose to weaker teams and it drops. The further apart you and your opponents were, the bigger the swing.

The Rating column on every scoreboard is a single number summarising how good the system thinks you are. New players start out with a low rating because the system isn't sure of their skill yet — as you play more matches, your rating settles into the level you actually play at, and individual matches stop swinging it as much.

Next to your rating you'll see a small (+N) or (-N) in green or red — that's how much the match in front of you moved your rating.

How big the swing is

Two things shape the size of that change beyond the simple win-or-loss:

  • How decisive the result was. A blowout — the winners barely lost anyone, the losers couldn't put up a fight — moves ratings more than a nail-biter with the same final ranking. A close win is worth what a close win has always been worth; a stomp is worth more.
  • How much you personally contributed. Within your team, how long you stayed alive and how many kills you got compared to your teammates pulls your individual swing in your favour. Carrying winners gain more. High-contribution losers lose less — the system attributes the loss more to whoever else on the team did less. The flip side is real too: coast on a teammate's hard carry and your gain is smaller; drag the team down and your rating drops further than theirs.

Both effects are bounded — they shape the swing, they don't replace the result. You won't lose rating from winning a match no matter how poorly you played, and you won't gain rating from losing one.

Only Completed and Abandoned matches change ratings. Cancelled matches don't count and don't appear on this site at all.