28 Feb 2026, 18:08
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 226 | 109 | 99 | 0 | 337 | - | 1.10 | 52% | 32% | 0:06 | |
| 210 | 90 | 113 | 0 | 329 | 58.3 cm | 0.80 | 44% | 27% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 55 | ||
| 54 | ||
| 44 | ||
| 46 |
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 66 | ||
| 46 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 1 | 4 kills | |||||
| 16 | 7 | 2 | 1 | 5 kills | |||
| 12 | 8 | 2 | 1 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 4-5 in favour of Blue Team.
The opening breakthrough came at 0:43 when Lock scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:49, with localhero finishing for Blue Team. That score set the closing shape of the match at 4-5.
localhero stood out as the main objective influence with 16 grabs, 2 captures, 8 returns, and an MVP score of 633. -uh.Pr3DazZz made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 47 grabs, 20 pickups, 9 captures, 3 solos, 5 assists, 58 flag kills, 27 covers, 0 seals, 37 returns, 33 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 32% accuracy and 109 kills.
Banter read: localhero had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.Pr3DazZz produced 2 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.
| 436 |
| 199 |
| 212 |
| 0 |
| 666 |
| 58.3 cm |
| 0.94 |
| 48% |
| 30% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 251 | 119 | 99 | 0 | 379 | - | 1.20 | 55% | 31% | 0:06 | |
| 224 | 93 | 100 | 0 | 329 | - | 0.93 | 48% | 28% | 0:06 | |
| Team Total | 475 | 212 | 199 | 0 | 708 | - | 1.07 | 52% | 30% | 0:14 |
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.
| 16 |
| 3 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 9 kills | |||||
| 2 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 6 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 | 16 | 2 | 1 | 1 | 16 | 0/- | 225 | 2 | 5 | 8 | 0 | 8 | 1 | 633 | |
| -🇳🇱 | Attacker | 9 | 3 | 1 | 1 | 13 | 0/- | 275 | 7 | 11 | 9 | 0 | 10 | 0 | 629 | |
| -🇬🇧 | Attacker | 12 | 2 | 1 | 0 | 13 | 0/- | 257 | 5 | 7 | 5 | 0 | 8 | 2 | 624 | |
| -🇬🇧 | Attacker | 10 | 2 | 2 | 1 | 16 | 0/- | 143 | 6 | 4 | 11 | 0 | 11 | 1 | 577 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 600 | 500Hz | 14 | 15 | 17 | 0 | Minor variation | ||
| 20000 | - | - | 11 | 11 | 12 | 0 | Good connection | ||
| 20000 | - | - | 16 | 22 | 25 | 0 | Rhythmic fluctuation | ||
| 20000 | - | - | 20 | 22 | 24 | 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 should be happy with this one; your performance was well above your usual level at 1.58x. You were dangerous with the flag: 16 grabs led to 2 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.54x. You ran the flag well and gave your team end product: 3 caps and 1 solo from 9 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You played a really good game here and your 1.46x rating shows it. You looked dangerous whenever you got the flag, and 12 grabs led to 2 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.43x. You were dangerous with the flag: 10 grabs led to 2 caps and 1 solo. I think survival was your main issue: 90-113 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. |
