22 Jul 2026, 20:50
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 301 | 120 | 97 | 0 | 351 | 36.0 cm | 1.24 | 55% | 37% | 0:16 | |
| 215 | 115 | 158 | 0 | 443 | 46.0 cm | 0.73 | 42% | 27% | 0:21 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 3 | 3 | 1 | 5 kills | |||
| 19 | 6 | 5 | 4 kills | ||||
| 7 | 1 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 0-9 in favour of Blue Team.
The opening breakthrough came at 0:23 when O2 scored for Blue Team. Blue Team created more scoring chances, converting 9 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:18, with O2 finishing for Blue Team. That score set the closing shape of the match at 0-9.
pho` stood out as the main objective influence with 2 grabs, 3 captures, 25 returns, and an MVP score of 952. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 78 grabs, 25 pickups, 9 captures, 3 solos, 7 assists, 94 flag kills, 40 covers, 0 seals, 69 returns, 57 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 47% accuracy and 130 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 32 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 5 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 36 |
| 16 |
| 38 |
| 0 |
| 112 |
| 82.4 cm |
| 0.42 |
| 30% |
| 14% |
| 0:07 |
| Team Total | 552 | 251 | 293 | 0 | 906 | 54.8 cm | 0.86 | 46% | 28% | 0:47 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 379 | 130 | 85 | 0 | 284 | 20.3 cm | 1.53 | 60% | 47% | 0:09 | |
| 217 | 97 | 91 | 0 | 299 | 46.0 cm | 1.07 | 52% | 35% | 0:09 | |
| 183 | 66 | 75 | 0 | 232 | - | 0.88 | 47% | 28% | 0:11 | |
| Team Total | 779 | 293 | 251 | 0 | 815 | 33.1 cm | 1.17 | 54% | 37% | 0:30 |
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.
| 18 |
| 3 |
| 1 |
| 4 kills |
| 18 | 5 | 2 | 4 kills |
| 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 9 kills | |||||
| 3 | 7 kills | |||||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 kills | ||||||
| 2 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 | 2 | 3 | 2 | 1 | 0 | 32/11 | 240 | 3 | 14 | 23 | 0 | 25 | 1 | 952 | |
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 28/6 | 0 | 4 | 2 | 20 | 0 | 24 | 5 | 755 | |
| -🇩🇪 | Attacker | 27 | 3 | 3 | 2 | 8 | 0/- | 324 | 5 | 6 | 2 | 0 | 4 | 3 | 689 | |
| -🇫🇷 | Attacker | 15 | 3 | 2 | 0 | 7 | 0/- | 336 | 4 | 11 | 3 | 0 | 5 | 2 | 650 | |
| -🇩🇪 | Attacker | 28 | 0 | 0 | 0 | 17 | 0/- | 0 | 7 | 6 | 8 | 0 | 10 | 1 | 414 | |
| -🇵🇹 | Attacker | 4 | 0 | 0 | 0 | 2 | 0/- | 0 | 2 | 1 | 1 | 0 | 1 | 0 | 120 |
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 | 360 | 240Hz | 24 | 69 | 101 | 1 | Occasional lag spikes | ||
| 30000 | 498 | 498Hz | 12 | 14 | 18 | 0 | Variable ping | ||
| 25000 | - | - | 47 | 48 | 51 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 15 | 19 | 24 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 19 | 25 | 67 | 0 | Sawtooth variation | ||
| 25000 | 120 | 60Hz | 25 | 27 | 39 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You were one of the players who shaped this match, finishing at 2.22x. Your defensive timing was good: 23 mid returns and 1 clutch return cut off runs at important moments. You fought efficiently: 130-85 with a 1.53 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.82x. As a defender, your standout work was stopping danger before it became a cap: 20 mid returns and 5 clutch returns. 55% efficiency shows the fight selection was generally good. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.70x. You looked dangerous whenever you got the flag, and 15 grabs led to 3 caps. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 | You had a huge game and played well above your usual level at 1.66x. You were dangerous with the flag: 27 grabs led to 3 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.29x. 28 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 115-158 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Feeding | Attacker | You had a rough game at 0.31x, so I think your goal should be to simplify and rebuild from safer plays. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 30% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
