25 Aug 2025, 20:02
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 335 | 175 | 175 | 5 | 559 | 46.0 cm | 1.00 | 50% | 32% | 0:15 | |
| 132 | 67 | 105 | 1 | 266 | 20.3 cm | 0.64 | 39% | 25% | 0:06 | |
| Team Total | 467 | 242 | 280 | 6 | 825 | 33.1 cm | 0.86 | 46% | 29% | 0:21 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 5 | 5 | 4 kills | ||||
| 30 | 7 | 2 | 1 | 5 kills | |||
| 18 | 5 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v3 Instagib CTF took place on CTF-Yard-UH-Firepit between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 0:47 when newut scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 11:01, with -cide- finishing for Blue Team. That score set the closing shape of the match at 3-4.
-cide- stood out as the main objective influence with 16 grabs, 2 captures, 13 returns, and an MVP score of 616. -cide- anchored the recovery work with 14 total returns.
Objective ledger for the match: 50 grabs, 26 pickups, 7 captures, 2 solos, 6 assists, 69 flag kills, 20 covers, 0 seals, 43 returns, 43 mid returns, 0 clutch returns, and 0 cherry picks.
=oZ`Mac= supplied the sharpest shooting numbers, finishing with 35% accuracy and 106 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 20 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 210 | 99 | 72 | 1 | 311 | 46.0 cm | 1.38 | 58% | 32% | 0:09 | |
| 200 | 106 | 83 | 0 | 299 | - | 1.28 | 56% | 35% | 0:07 | |
| 137 | 75 | 87 | 0 | 278 | - | 0.86 | 46% | 27% | 0:07 | |
| Team Total | 547 | 280 | 242 | 1 | 888 | 46.0 cm | 1.16 | 54% | 32% | 0:25 |
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 |
| 1 |
| 4 kills |
| 13 | 4 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 7 | 6 kills | |||||
| 1 | 6 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 | 16 | 2 | 1 | 0 | 26 | 0/- | 0 | 4 | 6 | 13 | 0 | 13 | 0 | 616 | |
| -🇫🇷 | Defender | 2 | 2 | 0 | 0 | 0 | 17/5 | 0 | 3 | 5 | 14 | 0 | 14 | 0 | 490 | |
| -🇭🇺 | Attacker | 13 | 1 | 2 | 1 | 12 | 0/- | 0 | 5 | 3 | 7 | 0 | 7 | 0 | 417 | |
| -🇳🇱 |
| Attacker |
| 11 |
| 1 |
| 1 |
| 1 |
| 8 |
| 0/- |
| 0 |
| 7 |
| 2 |
| 6 |
| 0 |
| 6 |
| 0 |
| 332 |
| -🇺🇸 | Attacker | 8 | 1 | 2 | 0 | 6 | 0/- | 0 | 7 | 4 | 3 | 0 | 3 | 0 | 288 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 300 | 175Hz | 21 | 23 | 25 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 26 | 38 | 50 | 0 | Variable ping | ||
| 30000 | 360 | 240Hz | 16 | 17 | 19 | 0 | Minor variation | ||
| 30000 | - | - | 38 | 38 | 39 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 95 | 97 | 98 | 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 2.15x. Your attacking runs had purpose, with 16 grabs leading to 2 caps. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | You put together a top-level game here and finished at 1.51x. Your defensive timing was good: 14 mid returns cut off runs at important moments. You fought efficiently: 99-72 with a 1.38 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.26x. You carried real threat on attack, turning 13 grabs into 1 cap and 1 solo. You fought efficiently: 106-83 with a 1.28 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. | |
| Stable | Attacker | You played around your normal level at 1.02x, so your focus should be small improvements rather than a full reset. You looked dangerous whenever you got the flag, and 11 grabs led to 1 cap and 1 solo. I think survival was your main issue: 67-105 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. You gave the enemy defence problems and backed it up with 1 cap from 8 grabs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
