14 Jan 2026, 22:43
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 616 | 126 | 102 | 0 | 364 | 13.5 cm | 1.24 | 55% | 36% | 0:06 | |
| 540 | 136 | 105 | 0 | 362 | 20.3 cm | 1.30 | 56% | 38% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 73 | ||
| 77 | ||
| 59 |
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 50 | ||
| 49 | ||
| 55 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 9 | 3 | 4 | 5 kills | |||
| 15 | 7 | 3 | 4 kills | ||||
| 22 | 2 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 16-5 in favour of Red Team.
The opening breakthrough came at 0:16 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 16 of the 21 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:42, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 16-5.
-uh.StarzZz`- stood out as the main objective influence with 37 grabs, 9 captures, 30 returns, and an MVP score of 2052. _-=Pr3dazZz=- made the biggest clutch contribution, recording 17 close-save returns.
Objective ledger for the match: 132 grabs, 49 pickups, 21 captures, 12 solos, 8 assists, 159 flag kills, 49 covers, 0 seals, 110 returns, 56 mid returns, 54 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 38% accuracy and 136 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 49 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 17 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 |
| 1156 |
| 262 |
| 207 |
| 0 |
| 726 |
| 16.9 cm |
| 1.27 |
| 56% |
| 37% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 460 | 103 | 130 | 0 | 312 | 36.0 cm | 0.79 | 44% | 35% | 0:05 | |
| 417 | 104 | 132 | 0 | 342 | 46.0 cm | 0.79 | 44% | 32% | 0:04 | |
| Team Total | 877 | 207 | 262 | 0 | 654 | 41.0 cm | 0.79 | 44% | 34% | 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.
| 14 |
| 8 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 2 | 5 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 | 37 | 9 | 2 | 5 | 46 | 0/- | 780 | 13 | 10 | 14 | 0 | 30 | 17 | 2052 | |
| -🇬🇧 | Attacker | 30 | 7 | 4 | 5 | 42 | 0/- | 820 | 8 | 20 | 22 | 0 | 30 | 7 | 1733 | |
| -🇬🇧 | Attacker | 34 | 3 | 1 | 1 | 38 | 0/- | 267 | 10 | 8 | 10 | 0 | 26 | 17 | 1572 | |
| -🇳🇱 |
| Attacker |
| 31 |
| 2 |
| 1 |
| 1 |
| 33 |
| 0/- |
| 233 |
| 18 |
| 11 |
| 10 |
| 0 |
| 24 |
| 13 |
| 1134 |
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 | 8 | 9 | 11 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 58 | 79 | 318 | 2 | Occasional lag spikes | ||
| 30000 | 360 | 240Hz | 28 | 29 | 29 | 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 2.43x. You looked dangerous whenever you got the flag, and 37 grabs led to 9 caps and 5 solos. 55% efficiency shows the fight selection was generally good. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 2.10x. Excellent flag running from you: 30 grabs became 7 caps and 5 solos. You fought efficiently: 136-105 with a 1.30 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.82x. Your grabs and running were a real strength, with 34 grabs turning into 3 caps and 1 solo. I think survival was your main issue: 103-130 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.54x. You were dangerous with the flag: 31 grabs led to 2 caps and 1 solo. I think survival was your main issue: 104-132 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. |
