5 Feb 2026, 21:04
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 321 | 113 | 105 | 0 | 329 | 36.0 cm | 1.08 | 52% | 37% | 0:06 | |
| 304 | 147 | 100 | 0 | 309 | 20.3 cm | 1.47 | 60% | 50% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 11 | 10 | 2 | 4 kills | ||||
| 12 | 2 | 2 | 4 kills | ||||
| 25 | 11 | 3 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 6-9 in favour of Blue Team.
The opening breakthrough came at 0:24 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 9 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 10:08, with {Black_Mage}` finishing for Red Team on a solo run. That score set the closing shape of the match at 6-9.
-cide- stood out as the main objective influence with 42 grabs, 8 captures, 16 returns, and an MVP score of 1205. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 79 grabs, 40 pickups, 15 captures, 8 solos, 9 assists, 103 flag kills, 63 covers, 0 seals, 62 returns, 54 mid returns, 8 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 50% accuracy and 147 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 65 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 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.
| 100 |
| 20 |
| 100 |
| 0 |
| 120 |
| - |
| 0.20 |
| 17% |
| 17% |
| 0:06 |
| Team Total | 725 | 280 | 305 | 0 | 758 | 28.1 cm | 0.92 | 48% | 39% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 554 | 212 | 184 | 0 | 615 | 46.0 cm | 1.15 | 54% | 36% | 0:14 | |
| 235 | 93 | 96 | 0 | 311 | 20.3 cm | 0.97 | 49% | 30% | 0:06 | |
| Team Total | 789 | 305 | 280 | 0 | 926 | 33.1 cm | 1.09 | 52% | 34% | 0:21 |
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.
| 20 |
| 9 |
| 4 |
| 1 |
| 5 kills |
| 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 10 kills | ||||
| 1 | 8 kills | |||||
| 4 | 7 kills | |||||
| 3 | 7 kills | |||||
| 2 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 | 42 | 8 | 6 | 4 | 26 | 0/- | 0 | 23 | 35 | 11 | 0 | 16 | 3 | 1205 | |
| -🇬🇧 | Defender | 0 | 2 | 0 | 0 | 0 | 31/15 | 0 | 6 | 8 | 17 | 0 | 18 | 1 | 802 | |
| -🇳🇱 | Defender | 2 | 1 | 1 | 0 | 0 | 16/- | 0 | 3 | 10 | 11 | 0 | 12 | 3 | 677 | |
| -🇬🇧 |
| Attacker |
| 20 |
| 2 |
| 2 |
| 2 |
| 21 |
| 0/- |
| 0 |
| 6 |
| 10 |
| 10 |
| 0 |
| 10 |
| 1 |
| 656 |
| -🇧🇪 | Attacker | 15 | 2 | 0 | 2 | 9 | 0/- | 0 | 2 | 0 | 5 | 0 | 6 | 0 | 310 |
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 | 498 | 498Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 24 | 25 | 26 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 31 | 34 | 44 | 0 | Rhythmic fluctuation | ||
| 30000 | 360 | 240Hz | 17 | 24 | 32 | 0 | Sawtooth variation | ||
| 20000 | - | - | 18 | 19 | 19 | 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 | Well played, this was a fantastic performance at 3.08x. Your flag work was one of your best areas, with 42 grabs producing 8 caps and 4 solos. 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 | Defender | You made a clear difference in this match and finished well above your normal level at 1.63x. As a defender, your standout work was stopping danger before it became a cap: 17 mid returns and 1 clutch return. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.49x. You looked dangerous whenever you got the flag, and 20 grabs led to 2 caps and 2 solos. You fought efficiently: 147-100 with a 1.47 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. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.37x. As a defender, your standout work was stopping danger before it became a cap: 11 mid returns and 3 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Struggling | Attacker | You dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. You carried real threat on attack, turning 15 grabs into 2 caps and 2 solos. I think survival was your main issue: 20-100 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. |
