18 Aug 2026, 17:03
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 298 | 113 | 137 | 0 | 348 | 36.0 cm | 0.82 | 45% | 33% | 0:04 | |
| 292 | 148 | 105 | 0 | 411 | - | 1.41 | 58% | 37% | 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 |
|---|---|---|---|---|---|---|---|
| 14 | 4 | 4 | 6 | 5 kills | |||
| 24 | 9 | 4 | 4 | 5 kills | |||
| 20 | 1 | 2 | 1 | 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 2-11 in favour of Blue Team.
The opening breakthrough came at 0:42 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 11 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:18, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-11.
-uh.StarzZz`- stood out as the main objective influence with 26 grabs, 6 captures, 11 returns, and an MVP score of 1344. -uh.StarzZz`- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 64 grabs, 37 pickups, 13 captures, 4 solos, 5 assists, 88 flag kills, 50 covers, 0 seals, 50 returns, 40 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 147 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.StarzZz`- produced 4 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.
| 590 |
| 261 |
| 242 |
| 0 |
| 759 |
| 36.0 cm |
| 1.08 |
| 52% |
| 35% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 388 | 147 | 122 | 0 | 395 | 13.5 cm | 1.20 | 55% | 39% | 0:05 | |
| 310 | 95 | 139 | 0 | 343 | 58.3 cm | 0.68 | 41% | 28% | 0:04 | |
| Team Total | 698 | 242 | 261 | 0 | 738 | 35.9 cm | 0.93 | 48% | 34% | 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.
| 19 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 7 kills | |||||
| 5 | 5 kills | |||||
| 4 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 | 26 | 6 | 3 | 3 | 19 | 0/- | 683 | 13 | 15 | 9 | 0 | 11 | 4 | 1344 | |
| -🇬🇧 | Attacker | 9 | 5 | 1 | 0 | 18 | 0/- | 417 | 14 | 19 | 11 | 0 | 15 | 2 | 990 | |
| -🇬🇧 | Attacker | 17 | 1 | 1 | 1 | 29 | 0/- | 198 | 7 | 2 | 11 | 0 | 14 | 3 | 761 | |
| -🇩🇪 |
| Attacker |
| 12 |
| 1 |
| 0 |
| 0 |
| 22 |
| 0/- |
| 2 |
| 3 |
| 14 |
| 9 |
| 0 |
| 10 |
| 1 |
| 478 |
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 | 13 | 13 | 14 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 36 | 38 | 41 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 11 | 11 | 12 | 0 | Good connection | ||
| 25000 | - | - | 22 | 22 | 23 | 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 | Great game, this was a really strong performance from you at 2.20x. Very strong flag running: you made 26 grabs count with 6 caps and 3 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 | Attacker | You made a clear difference in this match and finished well above your normal level at 1.80x. You ran the flag well and gave your team end product: 5 caps from 9 grabs. I think survival was your main issue: 95-139 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.50x. Your flag work was one of your best areas, with 17 grabs producing 1 cap and 1 solo. 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 | You should be happy with this one; your performance was well above your usual level at 1.42x. You carried real threat on attack, turning 12 grabs into 1 cap. You fought efficiently: 148-105 with a 1.41 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. |
