23 Nov 2025, 14:58
CTF-FME
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| localhero | 251 | 81 | 68 | 0 | 298 | - | 1.19 | 54% | 27% | 0:09 |
| Team Total | 251 | 81 | 68 | 0 | 298 | - | 1.19 | 54% | 27% | 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| localhero | _-=Pr3dazZz=- | 81 |
| Killer | Victim | |
|---|---|---|
| _-=Pr3dazZz=- | localhero | 68 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 10 | 3 | 3 kills | ||||
| localhero | 9 | 1 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-FME between Red and Blue Team, ending 6-5 in favour of Red Team.
The opening breakthrough came at 1:54 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 6 of the 11 captures. Momentum changed hands 1 time as the scoreline developed. 11 captures were completed solo.
Red 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 11:00, with localhero finishing for Red Team on a solo run. That score set the closing shape of the match at 6-5.
_-=Pr3dazZz=- made the biggest clutch contribution, recording 3 close-save returns.
localhero supplied the sharpest shooting numbers, finishing with 27% accuracy and 81 kills.
Clutch desk: _-=Pr3dazZz=- produced 3 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.
| 206 |
| 68 |
| 81 |
| 0 |
| 273 |
| 36.0 cm |
| 0.84 |
| 46% |
| 25% |
| 0:08 |
| Team Total | 206 | 68 | 81 | 0 | 273 | 36.0 cm | 0.84 | 46% | 25% | 0:08 |
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.
| 7 kills |
| localhero | 5 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | localhero | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 251 |
| - | _-=Pr3dazZz=- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 206 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| localhero | 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 9 | 10 | 10 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| localhero | Godlike | Attacker | You put together a top-level game here and finished at 1.26x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| _-=Pr3dazZz=- | Stable | Attacker | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. The volume of fights was there, but 25% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |