4 Jan 2026, 19:58
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 185 | 95 | 90 | 0 | 259 | 13.5 cm | 1.06 | 51% | 38% | 0:07 | |
| 150 | 83 | 85 | 0 | 257 | - | 0.98 | 49% | 32% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 4 | 3 | 2 | 5 kills | |||
| 24 | 3 | 1 | 4 kills | ||||
| 15 | 7 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 0-2 in favour of Blue Team.
The opening breakthrough came at 7:28 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:07, with -cide- finishing for Blue Team. That score set the closing shape of the match at 0-2.
-cide- stood out as the main objective influence with 14 grabs, 2 captures, 20 returns, and an MVP score of 730. silent made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 48 grabs, 15 pickups, 2 captures, 0 solos, 2 assists, 61 flag kills, 20 covers, 0 seals, 45 returns, 39 mid returns, 6 clutch returns, and 0 cherry picks.
Baki supplied the sharpest shooting numbers, finishing with 39% accuracy and 113 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: Baki finished with 17 lama score from 113 kills and 48 objective actions, which is the stats page politely asking what the plan was.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 120 |
| 67 |
| 105 |
| 0 |
| 241 |
| - |
| 0.64 |
| 39% |
| 28% |
| 0:06 |
| Team Total | 455 | 245 | 280 | 0 | 757 | 13.5 cm | 0.88 | 47% | 33% | 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 329 | 167 | 168 | 0 | 539 | 46.0 cm | 0.99 | 50% | 31% | 0:15 | |
| 176 | 113 | 77 | 0 | 295 | - | 1.47 | 59% | 39% | 0:08 | |
| Team Total | 505 | 280 | 245 | 0 | 834 | 46.0 cm | 1.14 | 53% | 34% | 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.
| 13 |
| 1 |
| 3 kills |
| 10 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 4 | 6 kills | |||||
| 3 | 5 kills | |||||
| 2 | 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 | 14 | 2 | 1 | 0 | 20 | 0/- | 0 | 9 | 3 | 18 | 0 | 20 | 1 | 730 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 16/4 | 0 | 2 | 0 | 11 | 0 | 12 | 1 | 481 | |
| -🇨🇱 | Attacker | 10 | 0 | 1 | 0 | 8 | 0/- | 0 | 2 | 9 | 4 | 0 | 4 | 1 | 393 | |
| -🇬🇧 |
| Attacker |
| 15 |
| 0 |
| 0 |
| 0 |
| 12 |
| 0/- |
| 0 |
| 1 |
| 1 |
| 5 |
| 0 |
| 7 |
| 1 |
| 320 |
| -🇳🇱 | Attacker | 8 | 0 | 0 | 0 | 5 | 0/- | 0 | 1 | 7 | 1 | 0 | 2 | 2 | 269 |
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 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 20 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 23 | 25 | 27 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 25 | 27 | 29 | 0 | Minor variation | ||
| 25000 | 480 | 0Hz | 214 | 215 | 217 | 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 had a huge game and played well above your usual level at 2.18x. Your flag work was one of your best areas, with 14 grabs producing 2 caps. 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. | |
| Dominating | Defender | You gave your team more than expected here and finished at 1.18x. You helped keep the score under control with 11 mid returns and 1 clutch return. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.12x. As an attacker, you kept pressure on the enemy base with 10 grabs; your next jump is converting more of those starts into completed runs. You fought efficiently: 113-77 with a 1.47 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. | |
| Stable | Attacker | You were close to your usual level at 1.02x, with room to turn steady play into a bigger influence. Your flag pressure was good with 15 grabs, and working closer with your team would make those grabs more dangerous. 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 | I think you had a steady game at 0.90x; one or two stronger moments would lift it nicely. 8 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 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: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
