Up until today all of the game modes have used a ‘Join in Progress’ matchmaking system. As of today, Classic Competitive will use a ‘Queue’ matchmaking system.
When you search for a Competitive game, either from the Find a Game menu or the Play with Friends menu, you will be put in a queue. When we identify 10 compatible players then your match will start. If you get disconnected then you should use the Reconnect button on the main menu. We’ll be monitoring and tuning the system over the time.
There are two easy ways to get into a match. If you’re playing on your own, just use the standard “Find A Game” option and choose the Classic Competitive mode. You’ll automatically be added to the queue and will join a match as soon as one is ready.
If you’re looking to join a match with a larger group, choose the “Play With Friends” option and invite up to four additional teammates. You’ll join a queue together and will enter a match on the same team.
If you disconnect from your match then you can rejoin the in-progress match from the CS:GO main menu. You also have the option to abandon your match, although this is considered poor sportsmanship and is recorded.
Updated: If you abandon a match then Classic Competitive will be unavailable for a period of time. The first abandon has a 5-minute cool down, the second is 30 minutes, then 2 hours, 24 hours, and one week. If you haven’t abandoned for a week you would cool down by one level (for example, from 24 hours back to 2 hours).
No. When a match begins, you will be assigned to a team (if you join with your friends, you will all be on the same team). After 15 rounds the teams switch sides, so you will always have the opportunity to play both sides of a map.
The only vote option available in Classic Competitive is ‘Kick player.’ At the end of the match you’ll be presented with a vote to ‘rematch,’ which requires 10 votes to pass. If any one player abandons the match, the option to rematch won’t be presented.
We’ll be recalibrating Elo in the coming weeks and are temporarily removing it from the UI. As we recalibrate, we’ll be matching players of all skills to collect better data and test various Elo models.