Call of Duty段位详解

Call of Duty段位详解

按顺序排列的每一个排位赛技能段位,从青铜到前250名——以及它们与军衔和威望等级的区别。

CoD排位赛段位顺序

八个技能段位,从低到高排列。前六个段位各包含三个阶级,从I到III递增。

  1. 1Bronze
  2. 2Silver
  3. 3Gold
  4. 4Platinum
  5. 5Diamond
  6. 6Crimson
  7. 7Iridescent
  8. 8Top 250
Bronze

Bronze

Entry division
Bronze IBronze IIBronze III

Where your three placement wins usually land you. Bronze lobbies play Hardpoint like Team Deathmatch — nobody rotates to the next hill and the round is lost while the team is winning fights somewhere else. Playing the objective on the objective modes is most of the climb out.

Silver

Silver

Below average
Silver ISilver IISilver III

Gunfights are competitive and map movement is not. Silver players hold one spawn side and let the enemy flip it repeatedly. Understanding which side of the map your team is supposed to be on is worth more SR than any loadout change.

Gold

Gold

Around the middle of the ladder
Gold IGold IIGold III

A large share of the playerbase sits in and around Gold. Rotations happen, callouts exist, and Search and Destroy rounds still get thrown by one person pushing alone. Trading and staying alive with a numbers advantage is what separates Gold from Platinum.

Platinum

Platinum

Above average
Platinum IPlatinum IIPlatinum III

The benchmark for a solid Ranked Play player. Spawns get held deliberately, hills get pre-rotated, and Control rounds are managed by the clock. Consistency is the gap — the same team executes a perfect hill and then loses the next one for no reason.

Diamond

Diamond

Upper portion of the ladder
Diamond IDiamond IIDiamond III

Every player knows the CDL map and mode pool cold, so games are decided by spawn control rather than by aim. Diamond is where a single out-of-position death flips a hill and costs the round, and where communication starts being non-negotiable.

Crimson

Crimson

Top few percent
Crimson ICrimson IICrimson III

The last division with tiers inside it. Crimson lobbies are full of players who have already been Iridescent and dropped back, so a losing streak here is expensive. Loss forgiveness is long gone by this point, and every match is worth real SR in both directions.

Iridescent

Iridescent

Apex division — 10,000 SR
无阶级——按SR排名

Reached at 10,000 SR and undivided: past this point your SR total is the rank. Iridescent lobbies are pro players, amateur team rosters and challengers queuing together, and matches are effectively scrims with SR attached.

T2

Top 250

Apex division — the top of the platform
无阶级——按SR排名

Not a threshold but a leaderboard: the 250 highest SR totals in the region, recalculated continuously. Because it is a fixed number of slots, holding Top 250 means someone else has to fall out — the cutoff climbs all season and inactivity alone will drop you off it.

排位赛不等于威望等级

Call of Duty中有两种常被称为“等级”的东西。军衔和威望等级是通过游玩任何模式获得的,衡量的是游戏时长;而本页提到的技能段位仅来自排位赛模式,衡量的是技能评分。它们是独立变化的——一个满威望等级的账号在排位赛中仍可能是青铜段位,这种情况很常见。

SR机制详解

技能评分(SR)是一个连续的总分,而不是每个段位的进度条。获胜会增加SR,失败会扣除SR,比赛的胜负差距会影响分数的变动幅度。每个段位和阶级只是该量表上的一个区间,因此超过10,000 SR即进入虹彩段位,而此后的排名则由具体的SR数值决定。

定级赛与失败保护

排位赛需要三场胜利(而非三场比赛)才能获得初始段位。在此之后,你将获得两个独立的保护机制:赛季前三场失败免责,以及每次晋级后的前三场失败免责。当大多数玩家达到深红段位时,这些保护机制将失效,这也是攀升通常会停滞的阶段。

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