If you’re new to DraftBuff or fantasy call of duty, have no fear! We’re here to help and we’re detailing everything you need to know so you’ll be an expert for draft day.
We break down this intro lesson into the following categories:
Call of Duty 101
If you’ve never played Call of Duty or you’re a complete burger, you might want to read this section. If you’re a master prestige, you should skip on down to the next section.
Call of Duty is a first-person shooter where two teams of four face off each other in three different game modes:
Hardpoint (HP), Search & Destroy (SND), and Control (CTRL) [note: for the current game, Black Ops - Cold War. Subject to change].
Call of Duty matches are best of 5 and go in the following order: HP, SND, CTRL, HP, SND. That means if a team 3-0’s, they don’t play a 4th or 5th match (makes things trickier when it comes to fantasy).
Hardpoint (HP) is a respawn game mode similar to king of the hill. Enter the hill uncontested and your team will start accruing hill time. The first team to 250 seconds of hill time wins. Respawn means that when you die, you’ll respawn so you’ll have an infinite amount of lives. What’s unique about hardpoint is that there is only one hill and it rotates in a fixed order.
In HP, statistics we keep track of are kills, deaths, and HP hill time.
Search and Destroy (SND) is a round-based game mode similar to CS:GO. The objective is to destroy one of two objectives (usually named A and B) on the map using a single bomb or to kill all enemy players. The first team to either destroy one of the objectives or kill all enemy players within the time limit will win the round and score a point. Best of 11 rounds wins. Unlike HP, this is not a respawn game mode which means that within a round, each person only has one life.
In SND, statistics we keep track of are kills and deaths.
Control (CTRL) is a respawn game mode actually more similar to king of the hill than hardpoint. Two teams alternate in attacking and defending capture zones with a limited number of respawns each round. While Attackers are capturing a zone, the time limit will pause. Attackers must capture all zones to win a round. The first team to reach the round win limit will achieve victory. In CTRL, statistics we keep track of are kills, deaths, and objective score.
As we mentioned above, there are four players on a team. Your four players aren’t all doing the same thing though. Metas change frequently but we can categorize players into three positions: AR, SMG, and TEAM, and then our own defined utility spot, UTIL:
SMG – Submachine guns are guns that have a high rate of fire and are best in close quarters. Sub players are going to be more agile and more aggressive.
AR – ARs are guns that are more accurate with lower rates of fire. AR players are going to play further back, as opposed to sub players, and generally play the objective (OBJ) more.
TEAM – These are teams in the Call of Duty League - they score points based on the amount of maps they win and how they score within those maps.
UTIL – This utility spot is our own introduction. All players can be filled into the utility slot.
Default fantasy team rosters consist of 1 SMG, 1 AR, and 3 UTIL players. You additionally get 2 bench players (abbreviated BN) for a total roster size of 7 players.
As mentioned above, COD series are best of 5 which means that players are playing a variable amount of games. This makes it tricky when it comes to creating a robust, scoring system. A team that wins 3-0 is objectively the better team but has played 2 fewer games than a close matchup that goes 3-2. Similarly, a team that wins an SND game 6-0 is going to have less kills than if they won 6-5 and same goes for a HP that goes 250-0 as compared to a 250-249 match. Further, we have 3 game modes to consider and want them all to be roughly equally balanced.
Because of these caveats, at DraftBuff, we average the player’s statistics. For SND, rather than raw kills and deaths, we award fantasy points based on KPR (kills per round) and DPR (deaths per round). For HP and CTRL, we average by games played.
In a given week, players will play many series and we thus average across the entire week. For example, let's say a player played 2 matches. In the first match, he played 9 rounds of SND and got 10 kills. In the second match, he played 10 rounds and got 12 kills. To get KPR for the week we simply take the average across all rounds (10 + 12) / (9 + 10) = 1.26.
Player Scoring vs Team Scoring
With the 2021 season, we added the ability to draft a team to your roster, in order to add a little more strategy to the game. If you're worried about teams being OP, fear not! Teams are scored on different metrics than players. Whereas a player gets points for objective score, hill time, and every kill/death, a team does not. Teams currently get points for winning a game mode, winning a round, and team based score. You can expect an average team to get about 50% as many points that an average player would get. So the team slot certainly won't make your roster (it might break your roster if your league is super competitive, so make sure you choose wisely!).
Default Scoring Options
With that, below is our default fantasy scoring system for Black Ops - Cold War. Commissioners can modify it as they wish but this is our default:
[Subject to change based on CDL 2021 season] CDL matches are played every other week. Only 8 teams play each week which means that 4 teams are going to be on a bye. Matches are played Saturday and Sunday (except there are one or two weekends that are on Friday as well).
If waivers are enabled for your league, we will lock all free agents at the time of the first scheduled match, aka Saturday. We don't process waivers during match play so any waivers that would be processed are moved to the first day after matches are done.
At the time of writing, as stats can be unreliable, we have also given us an extra day grace period so waivers will be processed on Tuesdays.