26 Jan 2026, 18:30
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 382 | 174 | 131 | 0 | 394 | 20.3 cm | 1.33 | 57% | 46% | 0:05 | |
| 230 | 102 | 136 | 0 | 294 | 58.3 cm | 0.75 | 43% | 35% | 0:04 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 92 | ||
| 82 | ||
| 53 | ||
| 49 |
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 74 | ||
| 58 | ||
| 62 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 11 | 7 | 6 | 5 kills | |||
| 16 | 6 | 1 | 4 kills | ||||
| 18 | 9 | 6 | 2 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 5-2 in favour of Red Team.
The opening breakthrough came at 1:11 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 5 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 4 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:35, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 5-2.
pho` stood out as the main objective influence with 16 grabs, 1 capture, 18 returns, and an MVP score of 848. aMpEnergy made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 57 grabs, 32 pickups, 7 captures, 1 solos, 3 assists, 82 flag kills, 33 covers, 0 seals, 49 returns, 37 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 46% accuracy and 174 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: aMpEnergy produced 6 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 612 |
| 276 |
| 267 |
| 0 |
| 688 |
| 39.3 cm |
| 1.03 |
| 51% |
| 41% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 308 | 147 | 145 | 0 | 352 | 36.0 cm | 1.01 | 50% | 43% | 0:04 | |
| 264 | 120 | 131 | 0 | 372 | - | 0.92 | 48% | 33% | 0:05 | |
| Team Total | 572 | 267 | 276 | 0 | 724 | 36.0 cm | 0.97 | 49% | 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 |
| 6 |
| 2 |
| 2 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 2 | 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 | 16 | 1 | 1 | 0 | 27 | 0/- | 133 | 6 | 16 | 14 | 0 | 18 | 4 | 848 | |
| -🇬🇧 | Attacker | 15 | 4 | 1 | 0 | 9 | 0/- | 367 | 14 | 6 | 5 | 0 | 6 | 1 | 711 | |
| -🇬🇧 | Attacker | 15 | 2 | 0 | 1 | 27 | 0/- | 104 | 7 | 6 | 9 | 0 | 11 | 1 | 662 | |
| -🇺🇸 |
| Attacker |
| 11 |
| 0 |
| 1 |
| 0 |
| 19 |
| 0/- |
| 96 |
| 5 |
| 5 |
| 9 |
| 0 |
| 14 |
| 6 |
| 660 |
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 | - | - | 11 | 13 | 14 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 17 | 18 | 18 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 99 | 101 | 103 | 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 | You were one of the players who shaped this match, finishing at 1.83x. Your grabs and running were a real strength, with 16 grabs turning into 1 cap. You fought efficiently: 174-131 with a 1.33 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.70x. Your flag pressure was good with 11 grabs, and working closer with your team would make those grabs more dangerous. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.59x. You ran the flag well and gave your team end product: 2 caps and 1 solo from 15 grabs. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.40x. Very strong flag running: you made 15 grabs count with 4 caps. I think survival was your main issue: 102-136 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. |
