2 Aug 2026, 22:15
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 199 | 89 | 153 | 0 | 377 | - | 0.58 | 37% | 24% | 0:04 | |
| 187 | 89 | 163 | 0 | 369 | 58.3 cm | 0.55 | 35% | 24% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 44 | ||
| 45 | ||
| 48 | ||
| 41 |
| Killer | Victim | |
|---|---|---|
| 102 | ||
| 99 | ||
| 51 | ||
| 64 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 10 | 9 | 9 | 5 kills | |||
| 24 | 7 | 2 | 4 kills | ||||
| 10 | 3 | 1 | 5 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-Misty between Red and Blue Team, ending 2-12 in favour of Blue Team.
The opening breakthrough came at 0:42 when tono scored for Blue Team. Blue Team created more scoring chances, converting 12 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:19, with saxon finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-12.
saxon stood out as the main objective influence with 14 grabs, 7 captures, 8 returns, and an MVP score of 1180. saxon made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 50 grabs, 17 pickups, 14 captures, 9 solos, 1 assists, 53 flag kills, 46 covers, 0 seals, 33 returns, 25 mid returns, 8 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 48% accuracy and 201 kills.
Banter read: saxon had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: saxon produced 3 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.
| 386 |
| 178 |
| 316 |
| 0 |
| 746 |
| 58.3 cm |
| 0.56 |
| 36% |
| 24% |
| 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 430 | 201 | 92 | 0 | 415 | - | 2.18 | 69% | 48% | 0:07 | |
| 283 | 115 | 86 | 0 | 448 | 19.6 cm | 1.34 | 57% | 26% | 0:07 | |
| Team Total | 713 | 316 | 178 | 0 | 863 | 19.6 cm | 1.78 | 64% | 37% | 0:15 |
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.
| 22 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 3 | 11 kills | ||||
| 5 | 7 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 | 14 | 7 | 1 | 5 | 11 | 0/- | 733 | 6 | 27 | 5 | 0 | 8 | 3 | 1180 | |
| -🇭🇷 | Attacker | 19 | 5 | 0 | 3 | 11 | 0/- | 467 | 4 | 14 | 4 | 0 | 6 | 2 | 833 | |
| -🇫🇷 | Attacker | 13 | 2 | 0 | 1 | 16 | 0/- | 184 | 3 | 0 | 7 | 0 | 10 | 1 | 518 | |
| -🇬🇧 |
| Attacker |
| 4 |
| 0 |
| 0 |
| 0 |
| 15 |
| 0/- |
| 16 |
| 4 |
| 5 |
| 9 |
| 0 |
| 9 |
| 2 |
| 420 |
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 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 25 | 26 | 28 | 0 | Minor variation | ||
| 30000 | - | - | 10 | 11 | 11 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 78 | 87 | 95 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.66x. You gave the enemy defence problems and backed it up with 7 caps and 5 solos from 14 grabs. You fought efficiently: 201-92 with a 2.18 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 made a clear difference in this match and finished well above your normal level at 1.96x. You gave the enemy defence problems and backed it up with 5 caps and 3 solos from 19 grabs. You fought efficiently: 115-86 with a 1.34 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 | This was excellent work from you, with your match rating landing at 1.35x. You ran the flag well and gave your team end product: 2 caps and 1 solo from 13 grabs. I think survival was your main issue: 89-153 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. | |
| Stable | Attacker | You played around your normal level at 0.99x, so your focus should be small improvements rather than a full reset. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. I think survival was your main issue: 89-163 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. |
