11 May 2026, 14:47
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 308 | 119 | 110 | 0 | 316 | - | 1.08 | 52% | 38% | 0:06 | |
| 299 | 123 | 101 | 0 | 381 | 46.0 cm | 1.22 | 55% | 32% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 48 | ||
| 55 | ||
| 68 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 55 | ||
| 60 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 7 | 3 | 2 | 5 kills | |||
| 26 | 4 | 3 | 1 | 5 kills | |||
| 16 | 5 | 1 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 9-0 in favour of Red Team.
The opening breakthrough came at 2:23 when -cide- scored for Red Team. Red Team created more scoring chances, converting 9 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 9:53, with -uh.Pr3DazZz finishing for Red Team on a solo run. That score set the closing shape of the match at 9-0.
-cide- stood out as the main objective influence with 20 grabs, 6 captures, 8 returns, and an MVP score of 1014. -uh.Pr3DazZz made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 58 grabs, 20 pickups, 9 captures, 4 solos, 3 assists, 68 flag kills, 31 covers, 0 seals, 48 returns, 40 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 38% accuracy and 119 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 32 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.Pr3DazZz produced 3 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.
| Team Total |
| 607 |
| 242 |
| 211 |
| 0 |
| 697 |
| 46.0 cm |
| 1.15 |
| 53% |
| 35% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 224 | 105 | 126 | 0 | 385 | 20.3 cm | 0.83 | 45% | 28% | 0:05 | |
| 213 | 106 | 116 | 1 | 341 | 58.3 cm | 0.91 | 48% | 31% | 0:05 | |
| Team Total | 437 | 211 | 242 | 1 | 726 | 39.3 cm | 0.87 | 47% | 30% | 0:11 |
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.
| 14 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 1 | 5 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 | 20 | 6 | 1 | 2 | 12 | 0/- | 564 | 12 | 10 | 7 | 0 | 8 | 0 | 1014 | |
| -🇬🇧 | Attacker | 12 | 3 | 2 | 2 | 16 | 0/- | 336 | 5 | 18 | 15 | 0 | 17 | 3 | 973 | |
| -🇬🇧 | Attacker | 14 | 0 | 0 | 0 | 17 | 0/- | 0 | 1 | 2 | 10 | 0 | 13 | 3 | 469 | |
| -🇬🇧 |
| Attacker |
| 12 |
| 0 |
| 0 |
| 0 |
| 23 |
| 0/- |
| 0 |
| 2 |
| 1 |
| 8 |
| 0 |
| 10 |
| 2 |
| 408 |
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 | 360 | 240Hz | 26 | 27 | 28 | 0 | Good connection | ||
| 30000 | - | - | 10 | 10 | 10 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 22 | 24 | 0 | Minor variation | ||
| 30000 | - | - | 21 | 21 | 22 | 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 put together a top-level game here and finished at 2.04x. Your flag work was one of your best areas, with 12 grabs producing 3 caps and 2 solos. 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.01x. You gave the enemy defence problems and backed it up with 6 caps and 2 solos from 20 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. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.22x. You created plenty of starts with 14 grabs; now try to turn more of them into pickups, covers, or caps. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Stable | Attacker | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. 12 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You did make some good returns, and those stops helped your team stay in the game. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
