25 Jan 2026, 03:42
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 439 | 88 | 116 | 0 | 283 | - | 0.76 | 43% | 31% | 0:05 | |
| 348 | 88 | 125 | 0 | 269 | 58.3 cm | 0.70 | 41% | 33% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 7 | 4 | 3 | 5 kills | |||
| 10 | 1 | 1 | 5 kills | ||||
| 10 | 4 | 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-SmallMountain between Red and Blue Team, ending 13-27 in favour of Blue Team.
The opening breakthrough came at 0:08 when Broken_Soul scored for Red Team. Blue Team created more scoring chances, converting 27 of the 40 captures. Momentum changed hands 3 times as the scoreline developed. 32 captures were completed solo.
Blue 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 10:33, with aMpEnergy finishing for Blue Team on a solo run. That score set the closing shape of the match at 13-27.
aMpEnergy stood out as the main objective influence with 38 grabs, 16 captures, 24 returns, and an MVP score of 2282. -uh.StarzZz`- anchored the recovery work with 26 total returns.
Objective ledger for the match: 139 grabs, 31 pickups, 40 captures, 31 solos, 8 assists, 130 flag kills, 63 covers, 0 seals, 98 returns, 98 mid returns, 0 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 148 kills.
Banter read: aMpEnergy was the main CTF problem, turning useful moments into scoreboard paperwork.
Aim complaint: -uh.StarzZz`- hit 40% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 787 |
| 176 |
| 241 |
| 0 |
| 552 |
| 58.3 cm |
| 0.73 |
| 42% |
| 32% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 531 | 148 | 84 | 0 | 380 | 13.5 cm | 1.76 | 64% | 40% | 0:07 | |
| 527 | 93 | 92 | 0 | 310 | - | 1.01 | 50% | 30% | 0:07 | |
| Team Total | 1058 | 241 | 176 | 0 | 690 | 13.5 cm | 1.37 | 58% | 36% | 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.
| 12 |
| 4 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 9 kills | |||||
| 1 | 6 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 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 | 38 | 16 | 4 | 13 | 29 | 0/- | 1747 | 10 | 10 | 24 | 0 | 24 | 0 | 2282 | |
| -🇬🇧 | Attacker | 38 | 11 | 3 | 7 | 33 | 0/- | 953 | 9 | 29 | 26 | 0 | 26 | 0 | 1820 | |
| -🇬🇧 | Attacker | 33 | 10 | 0 | 8 | 35 | 0/- | 831 | 7 | 9 | 26 | 0 | 26 | 0 | 1638 | |
| -🇬🇧 | Attacker | 30 | 3 | 1 | 3 | 33 | 0/- | 469 | 5 | 15 | 22 | 0 | 22 | 0 | 1149 |
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 | - | - | 20 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 12 | 13 | 13 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 98 | 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 played a really good game here and your 2.84x rating shows it. You ran the flag well and gave your team end product: 16 caps and 13 solos from 38 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 should be happy with this one; your performance was well above your usual level at 2.23x. Your grabs and running were a real strength, with 38 grabs turning into 11 caps and 7 solos. You fought efficiently: 148-84 with a 1.76 K/D, and I think you played your role in the team well. 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 should be happy with this one; your performance was well above your usual level at 1.93x. Very strong flag running: you made 33 grabs count with 10 caps and 8 solos. I think survival was your main issue: 88-116 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.43x. You gave the enemy defence problems and backed it up with 3 caps and 3 solos from 30 grabs. I think survival was your main issue: 88-125 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. |
