4 Dec 2025, 23:06
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 226 | 116 | 80 | 0 | 316 | 20.3 cm | 1.45 | 59% | 35% | 0:08 | |
| 184 | 77 | 96 | 0 | 264 | 13.5 cm | 0.80 | 45% | 30% | 0:06 | |
| Team Total |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 57 | ||
| 31 | ||
| 46 |
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 65 | ||
| 29 | ||
| 31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 3 | 1 | 2 | 5 kills | |||
| 15 | 9 | 1 | 4 kills | ||||
| 12 | 2 | 1 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Combogib CTF took place on CTF-F_RIFK_66 between Red and Blue Team, ending 11-4 in favour of Red Team.
The opening breakthrough came at 0:44 when pho` scored for Red Team. Red Team created more scoring chances, converting 11 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 11 captures were completed solo.
The final capture arrived at 10:18, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 11-4.
-uh.StarzZz`- stood out as the main objective influence with 24 grabs, 5 captures, 15 returns, and an MVP score of 782. dVp! anchored the recovery work with 18 total returns.
Objective ledger for the match: 73 grabs, 21 pickups, 15 captures, 7 solos, 0 assists, 79 flag kills, 0 covers, 0 seals, 57 returns, 0 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 35% accuracy and 116 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.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 410 |
| 193 |
| 176 |
| 0 |
| 580 |
| 16.9 cm |
| 1.10 |
| 52% |
| 33% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 231 | 116 | 90 | 0 | 400 | - | 1.29 | 56% | 28% | 0:07 | |
| 149 | 60 | 103 | 0 | 236 | 36.0 cm | 0.58 | 37% | 24% | 0:06 | |
| Team Total | 380 | 176 | 193 | 0 | 636 | 36.0 cm | 0.91 | 48% | 28% | 0:13 |
| 10 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 6 | 7 kills | |||||
| 4 kills | ||||||
| 3 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 | 24 | 5 | 0 | 4 | 18 | 0/- | 598 | 5 | 0 | 0 | 0 | 15 | 0 | 782 | |
| -🇬🇧 | Attacker | 17 | 6 | 0 | 1 | 17 | 0/- | 502 | 9 | 0 | 0 | 0 | 12 | 0 | 755 | |
| -🇳🇱 | Attacker | 9 | 1 | 0 | 1 | 27 | 0/- | 198 | 3 | 0 | 0 | 0 | 18 | 0 | 439 | |
| -🇬🇧 | Attacker | 23 | 3 | 0 | 1 | 17 | 0/- | 202 | 4 | 0 | 0 | 0 | 12 | 0 | 365 |
CTF objective progression by player across this match.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills.
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 | 12 | 13 | 17 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 16 | 0 | Minor variation | ||
| - | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 8 | 9 | 10 | 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 had a huge game and played well above your usual level at 1.71x. Excellent flag running from you: 24 grabs became 5 caps and 4 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.41x. Your flag work was one of your best areas, with 17 grabs producing 6 caps and 1 solo. You fought efficiently: 116-80 with a 1.45 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You had a positive match and your 1.14x rating backs that up. You looked dangerous whenever you got the flag, and 23 grabs led to 3 caps and 1 solo. I think survival was your main issue: 60-103 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | I think you had a steady game at 1.10x; one or two stronger moments would lift it nicely. Your attacking runs had purpose, with 9 grabs leading to 1 cap and 1 solo. You fought efficiently: 116-90 with a 1.29 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
