27 Jun 2026, 01:52
CTF-Acrony
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`-FB | 174 | 41 | 17 | 0 | 123 | 13.5 cm | 2.41 | 71% | 33% | 0:38 |
| Gochmer | 101 | 19 | 20 | 1 | 105 | - | 0.95 | 48% | 19% | 0:32 |
| Stealth | 32 | 17 | 27 | 0 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 2 | 2 kills | |||||
| pho` | 3 | 2 kills | |||||
| Stealth | 1 | 2 kills |
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-Acrony-v2 between Red and Blue Team, ending 5-0 in favour of Red Team.
The opening breakthrough came at 1:38 when Gochmer scored for Red Team. Red Team created more scoring chances, converting 5 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 9:34, with Gochmer finishing for Red Team on a solo run. That score set the closing shape of the match at 5-0.
-uh.StarzZz`- stood out as the main objective influence with 0 grabs, 1 capture, 19 returns, and an MVP score of 535. -uh.StarzZz`- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 39 grabs, 5 pickups, 5 captures, 3 solos, 2 assists, 39 flag kills, 0 covers, 0 seals, 33 returns, 31 mid returns, 2 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 35% accuracy and 35 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Cherry watch: Lilia logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 74 |
| 82.4 cm |
| 0.63 |
| 39% |
| 23% |
| 0:24 |
| Team Total | 307 | 77 | 64 | 1 | 302 | 48.0 cm | 1.20 | 55% | 26% | 1:36 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 81 | 35 | 20 | 0 | 110 | 20.3 cm | 1.75 | 64% | 35% | 0:32 |
| aMpEnergy | 40 | 26 | 26 | 0 | 103 | - | 1.00 | 50% | 25% | 0:25 |
| Lilia | 20 | 3 | 31 | 1 | 20 | - | 0.10 | 9% | 15% | 0:21 |
| Team Total | 141 | 64 | 77 | 1 | 233 | 20.3 cm | 0.83 | 45% | 29% | 1:19 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| -uh.StarzZz`- | 2 | 1 | 11 kills | |||
| pho` | 4 kills | |||||
| Stealth | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -uh.StarzZz`- | Defender | 0 | 1 | 0 | 0 | 0 | 21/15 | 37 | 1 | 0 | 18 | 0 | 19 | 1 | 535 |
| - | Gochmer | Attacker | 12 | 3 | 2 | 3 | 3 | 0/- | 443 | 0 | 0 | 3 | 0 | 3 | 0 | 530 |
| - | pho` | Defender | 3 | 0 | 0 | 0 | 0 | 8/- | 0 | 1 | 0 | 8 | 0 | 8 | 0 | 188 |
| - | Stealth | Attacker | 4 | 1 | 0 | 0 | 2 | 0/- | 21 | 1 | 0 | 1 | 0 | 1 | 0 | 148 |
| - | aMpEnergy | Attacker | 9 | 0 | 0 | 0 | 3 | 0/- | 0 | 1 | 0 | 1 | 0 | 1 | 0 | 68 |
| - | Lilia | Attacker | 11 | 0 | 0 | 0 | 2 | 0/- | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 39 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 15 | 15 | 0 | Good connection | |
| Gochmer | 30000 | 155 | - | 19 | 19 | 20 | 0 | Good connection | |
| Stealth | 30000 | - | - | 48 | 48 | 49 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 20 | 22 | 23 | 0 | Minor variation | |
| Lilia | 25000 | 0 | 123Hz | 10 | 12 | 15 | 0 | Sawtooth variation | |
| aMpEnergy | 25000 | 290 | 0Hz | 100 | 100 | 101 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Gochmer | Godlike | Attacker | You had a huge game and played well above your usual level at 1.91x. You looked dangerous whenever you got the flag, and 12 grabs led to 3 caps and 3 solos. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| -uh.StarzZz`- | Godlike | Defender | Well played, this was a fantastic performance at 1.63x. Your defensive timing was good: 18 mid returns and 1 clutch return cut off runs at important moments. You fought efficiently: 41-17 with a 2.41 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| pho` | Feeding | Defender | You had a tough match at 0.71x, well below your usual level, but I think it is fixable. As a defender, your standout work was stopping danger before it became a cap: 8 mid returns. 64% efficiency shows the fight selection was generally good. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Stealth | Feeding | Attacker | You had a rough game at 0.63x, so I think your goal should be to simplify and rebuild from safer plays. Your grabs and running were a real strength, with 4 grabs turning into 1 cap. 39% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| aMpEnergy | Feeding | Attacker | You had a rough game at 0.53x, so I think your goal should be to simplify and rebuild from safer plays. 9 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| Lilia | Feeding | Attacker | You had a tough match at 0.32x, well below your usual level, but I think it is fixable. 11 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 9% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |