30 Jul 2026, 15:39
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 321 | 160 | 126 | 0 | 397 | 13.5 cm | 1.27 | 56% | 42% | 0:05 | |
| 307 | 96 | 139 | 1 | 330 | 58.3 cm | 0.69 | 41% | 29% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 7 | 6 | 5 | 5 kills | |||
| 15 | 2 | 1 | 5 kills | ||||
| 17 | 9 | 5 | 5 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 2:41 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 9:33, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 3-4.
Broken_Soul stood out as the main objective influence with 10 grabs, 2 captures, 15 returns, and an MVP score of 903. Broken_Soul made the biggest clutch contribution, recording 8 close-save returns.
Objective ledger for the match: 65 grabs, 42 pickups, 7 captures, 0 solos, 5 assists, 100 flag kills, 31 covers, 0 seals, 56 returns, 41 mid returns, 15 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 156 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: Broken_Soul produced 8 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 628 |
| 256 |
| 265 |
| 1 |
| 727 |
| 35.9 cm |
| 0.97 |
| 49% |
| 36% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 356 | 156 | 129 | 0 | 379 | 20.3 cm | 1.21 | 55% | 43% | 0:05 | |
| 272 | 109 | 127 | 0 | 344 | 36.0 cm | 0.86 | 46% | 33% | 0:05 | |
| Team Total | 628 | 265 | 256 | 0 | 723 | 28.1 cm | 1.04 | 51% | 38% | 0:10 |
Click the coloured player buttons to show or hide lines. Each line finishes on the same Equinox MVP score shown in the CTF MVP table.
Dots are timed MVP-impact events from this match. Captures still keep their deeper run details in the existing capture graph.
| 18 |
| 4 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 10 kills | ||||
| 1 | 6 kills | |||||
| 3 | 5 kills | |||||
| 1 | 5 kills |
Final Equinox gain: Match Score plus flag-run, objective, defensive baseline, shared team, and personal penalty adjustments.
| Rank | Player | Role | Grabs | Caps | Assists | Solos | Flag Kills | Def FK/BNS | Flag Run | Pickups | Covers | Mid Returns | Cherries | Returns | CLUTCH | MVP Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 10 | 2 | 1 | 0 | 22 | 0/- | 298 | 12 | 3 | 11 | 0 | 15 | 8 | 903 | |
| -🇬🇧 | Attacker | 17 | 0 | 3 | 0 | 27 | 0/- | 149 | 6 | 13 | 14 | 0 | 16 | 3 | 797 | |
| -🇬🇧 | Attacker | 15 | 4 | 0 | 0 | 23 | 0/- | 251 | 16 | 3 | 10 | 0 | 13 | 2 | 795 | |
| -🇬🇧 | Attacker | 23 | 1 | 1 | 0 | 28 | 0/- | 2 | 8 | 12 | 6 | 0 | 12 | 2 | 632 |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 30000 | - | - | 35 | 36 | 36 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 23 | 23 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.74x. You were dangerous with the flag: 10 grabs led to 2 caps. I think survival was your main issue: 96-139 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You played a really good game here and your 1.71x rating shows it. You kept looking for the flag with 17 grabs; now the aim is cleaner routes and better timing with cover. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.54x. You looked dangerous whenever you got the flag, and 23 grabs led to 1 cap. You fought efficiently: 160-126 with a 1.27 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You played a really good game here and your 1.53x rating shows it. You ran the flag well and gave your team end product: 4 caps from 15 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
