19 May 2026, 17:56
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 332 | 155 | 110 | 0 | 455 | - | 1.41 | 58% | 34% | 0:05 | |
| 315 | 125 | 116 | 0 | 366 | - | 1.08 | 52% | 35% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 87 | ||
| 68 | ||
| 46 | ||
| 79 |
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 71 | ||
| 49 | ||
| 45 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 13 | 5 | 2 | 5 kills | |||
| 14 | 13 | 2 | 4 | 5 kills | |||
| 17 | 9 | 2 | 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-andACTION-Misty between Red and Blue Team, ending 9-2 in favour of Red Team.
The opening breakthrough came at 0:38 when -uh.Pr3DazZz scored for Red Team. Red Team created more scoring chances, converting 9 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:40, with ath finishing for Red Team on a solo run. That score set the closing shape of the match at 9-2.
ath stood out as the main objective influence with 11 grabs, 3 captures, 12 returns, and an MVP score of 1011. -uh.Pr3DazZz made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 56 grabs, 33 pickups, 11 captures, 3 solos, 4 assists, 77 flag kills, 35 covers, 0 seals, 44 returns, 36 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 35% accuracy and 125 kills.
Banter read: ath was the main CTF problem, turning useful moments into scoreboard paperwork.
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 |
| 647 |
| 280 |
| 226 |
| 0 |
| 821 |
| - |
| 1.24 |
| 55% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 298 | 132 | 133 | 0 | 400 | - | 0.99 | 50% | 34% | 0:04 | |
| 214 | 94 | 147 | 0 | 341 | 58.3 cm | 0.64 | 39% | 28% | 0:04 | |
| Team Total | 512 | 226 | 280 | 0 | 741 | 58.3 cm | 0.81 | 45% | 31% | 0:09 |
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.
| 11 |
| 5 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 1 | 13 kills | ||||
| 5 | 6 kills | |||||
| 4 | 6 kills | |||||
| 4 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 | 11 | 3 | 3 | 1 | 17 | 0/- | 471 | 11 | 14 | 10 | 0 | 12 | 2 | 1011 | |
| -🇬🇧 | Attacker | 23 | 6 | 1 | 1 | 12 | 0/- | 429 | 12 | 16 | 4 | 0 | 7 | 3 | 950 | |
| -🇳🇱 | Attacker | 9 | 1 | 0 | 1 | 31 | 0/- | 100 | 4 | 2 | 11 | 0 | 13 | 2 | 631 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 1 |
| 0 |
| 0 |
| 17 |
| 0/- |
| 100 |
| 6 |
| 3 |
| 11 |
| 0 |
| 12 |
| 1 |
| 517 |
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 | - | - | 18 | 19 | 19 | 0 | Good connection | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 200 | 0Hz | 19 | 21 | 23 | 0 | Bumpy connection | ||
| 30000 | - | - | 21 | 22 | 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 | This was excellent work from you, with your match rating landing at 1.96x. You were dangerous with the flag: 23 grabs led to 6 caps and 1 solo. 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 1.83x. Excellent flag running from you: 11 grabs became 3 caps and 1 solo. You fought efficiently: 155-110 with a 1.41 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 | You put together a top-level game here and finished at 1.61x. You were dangerous with the flag: 9 grabs led to 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. 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 gave your team more than expected here and finished at 1.18x. You looked dangerous whenever you got the flag, and 13 grabs led to 1 cap. I think survival was your main issue: 94-147 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. |
