3 Apr 2026, 23:26
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 341 | 101 | 68 | 0 | 234 | 20.3 cm | 1.49 | 60% | 43% | 0:09 | |
| 126 | 50 | 65 | 0 | 177 | 58.3 cm | 0.77 | 43% | 28% | 0:10 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 2 | 1 | 4 kills | ||||
| 9 | 2 kills | ||||||
| 6 | 2 kills | ||||||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-001_3v3 Brokens Hall-v24 between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 0:25 when localhero scored for Red Team. Blue Team created more scoring chances, converting 4 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 3 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:38, with PeRcH72 finishing for Blue Team. That score set the closing shape of the match at 3-4.
pho` stood out as the main objective influence with 1 grab, 0 captures, 27 returns, and an MVP score of 779. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 68 grabs, 27 pickups, 7 captures, 1 solos, 5 assists, 87 flag kills, 25 covers, 0 seals, 61 returns, 56 mid returns, 5 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 101 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: localhero logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 80 |
| 29 |
| 55 |
| 0 |
| 127 |
| - |
| 0.53 |
| 35% |
| 23% |
| 0:11 |
| Team Total | 547 | 180 | 188 | 0 | 538 | 39.3 cm | 0.96 | 49% | 33% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 187 | 59 | 54 | 0 | 223 | 36.0 cm | 1.09 | 52% | 26% | 0:12 | |
| 174 | 72 | 63 | 0 | 212 | 13.5 cm | 1.14 | 53% | 35% | 0:10 | |
| 117 | 57 | 63 | 0 | 183 | 20.3 cm | 0.90 | 48% | 31% | 0:10 | |
| Team Total | 478 | 188 | 180 | 0 | 618 | 23.2 cm | 1.04 | 51% | 31% | 0:32 |
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.
| 9 |
| 2 |
| 3 kills |
| 5 | 1 | 4 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 2 | 6 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 43/15 | 28 | 1 | 5 | 26 | 0 | 27 | 1 | 779 | |
| -🇬🇧 | Defender | 2 | 0 | 2 | 0 | 0 | 18/- | 44 | 3 | 4 | 12 | 0 | 14 | 2 | 489 | |
| -🇬🇧 | Attacker | 17 | 2 | 1 | 0 | 10 | 0/- | 146 | 8 | 5 | 7 | 0 | 9 | 2 | 485 | |
| -🇳🇱 | Attacker | 21 | 2 | 1 | 0 | 5 | 0/- | 211 | 7 | 2 | 2 | 0 | 2 | 0 | 372 | |
| -🇬🇧 | Attacker | 17 | 2 | 0 | 1 | 7 | 0/- | 115 | 4 | 5 | 7 | 0 | 7 | 0 | 371 | |
| -🇬🇧 | Attacker | 10 | 1 | 1 | 0 | 4 | 0/- | 157 | 4 | 4 | 2 | 1 | 2 | 0 | 289 |
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 | - | - | 19 | 19 | 20 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 26 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 15 | 16 | 16 | 0 | Good connection | ||
| 20000 | - | - | 19 | 19 | 20 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 16 | 17 | 17 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.99x. As a defender, your standout work was stopping danger before it became a cap: 26 mid returns and 1 clutch return. You fought efficiently: 101-68 with a 1.49 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 | Defender | You had a huge game and played well above your usual level at 1.30x. You helped keep the score under control with 12 mid returns and 2 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Attacker | You played a really good game here and your 1.27x rating shows it. Your flag work was one of your best areas, with 17 grabs producing 2 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.10x. Excellent flag running from you: 21 grabs became 2 caps. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. 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 were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. Your attacking play was strong, especially because you turned 17 grabs into 2 caps and 1 solo. I think survival was your main issue: 50-65 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. | |
| Feeding | Attacker | You had a tough match at 0.68x, well below your usual level, but I think it is fixable. You looked dangerous whenever you got the flag, and 10 grabs led to 1 cap. I think survival was your main issue: 29-55 means you died too often before you could put enough pressure on the enemy or help your team objective. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. |
