29 Mar 2026, 00:43
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 419 | 160 | 111 | 0 | 383 | 13.5 cm | 1.44 | 59% | 43% | 0:05 | |
| 244 | 107 | 106 | 0 | 347 | - | 1.01 | 50% | 31% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 86 | ||
| 74 | ||
| 51 | ||
| 56 |
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 79 | ||
| 35 | ||
| 27 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 10 | 8 | 2 | 5 kills | |||
| 19 | 12 | 3 | 4 | 5 kills | |||
| 14 | 6 | 1 | 1 | 5 kills | |||
Loading player feedback...
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 9-3 in favour of Red Team.
The opening breakthrough came at 1:26 when aMpEnergy scored for Blue Team. Red Team created more scoring chances, converting 9 of the 12 captures. Momentum changed hands 1 time as the scoreline developed. 9 captures were completed solo.
Red 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 10:50, with localhero finishing for Red Team. That score set the closing shape of the match at 9-3.
-uh.StarzZz`- stood out as the main objective influence with 23 grabs, 7 captures, 12 returns, and an MVP score of 1353. pho` made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 51 grabs, 41 pickups, 12 captures, 5 solos, 3 assists, 80 flag kills, 43 covers, 0 seals, 38 returns, 24 mid returns, 14 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 160 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.
Clutch desk: pho` produced 7 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 663 |
| 267 |
| 217 |
| 0 |
| 730 |
| 13.5 cm |
| 1.23 |
| 55% |
| 37% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 374 | 155 | 137 | 0 | 380 | 20.3 cm | 1.13 | 53% | 41% | 0:04 | |
| 166 | 62 | 130 | 1 | 284 | - | 0.48 | 32% | 23% | 0:05 | |
| Team Total | 540 | 217 | 267 | 1 | 664 | 20.3 cm | 0.81 | 45% | 33% | 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.
| 8 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 10 kills | ||||
| 5 | 9 kills | |||||
| 3 | 6 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 | 23 | 7 | 1 | 5 | 27 | 0/- | 763 | 9 | 10 | 8 | 0 | 12 | 3 | 1353 | |
| -🇬🇧 | Attacker | 11 | 2 | 0 | 0 | 28 | 0/- | 81 | 9 | 13 | 10 | 0 | 16 | 7 | 865 | |
| -🇬🇧 | Attacker | 7 | 2 | 0 | 0 | 13 | 0/- | 137 | 10 | 18 | 4 | 0 | 5 | 2 | 592 | |
| -🇺🇸 | Attacker | 10 | 1 | 2 | 0 | 12 | 0/- | 219 | 13 | 2 | 2 | 0 | 5 | 2 | 460 |
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 | 15 | 16 | 16 | 0 | Good connection | ||
| 20000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 99 | 100 | 102 | 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 2.40x. Your grabs and running were a real strength, with 23 grabs turning into 7 caps and 5 solos. You fought efficiently: 160-111 with a 1.44 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.74x. You looked dangerous whenever you got the flag, and 11 grabs led to 2 caps. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.27x. You carried real threat on attack, turning 7 grabs into 2 caps. The support share was meaningful at 34%, which usually means the quiet team-work was helping the bigger plays happen. 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 1.01x, so your focus should be small improvements rather than a full reset. You carried real threat on attack, turning 10 grabs into 1 cap. I think survival was your main issue: 62-130 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
