14 Jan 2026, 16:50
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 415 | 172 | 120 | 0 | 396 | 20.3 cm | 1.43 | 59% | 43% | 0:05 | |
| 335 | 115 | 117 | 0 | 335 | 36.0 cm | 0.98 | 50% | 35% | 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 |
|---|---|---|---|---|---|---|---|
| 12 | 8 | 2 | 3 | 5 kills | |||
| 26 | 11 | 3 | 6 | 5 kills | |||
| 21 | 6 | 1 | 4 | 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 8-0 in favour of Red Team.
The opening breakthrough came at 0:27 when pho` scored for Red Team. Red Team created more scoring chances, converting 8 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 8:38, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 8-0.
pho` stood out as the main objective influence with 14 grabs, 4 captures, 14 returns, and an MVP score of 1215. _-=Pr3dazZz=- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 63 grabs, 28 pickups, 8 captures, 2 solos, 2 assists, 82 flag kills, 37 covers, 0 seals, 54 returns, 41 mid returns, 13 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 172 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: _-=Pr3dazZz=- produced 6 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.
| Team Total |
| 750 |
| 287 |
| 237 |
| 0 |
| 731 |
| 28.1 cm |
| 1.21 |
| 55% |
| 39% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 228 | 128 | 140 | 0 | 364 | 13.5 cm | 0.91 | 48% | 36% | 0:04 | |
| 224 | 109 | 147 | 0 | 348 | 58.3 cm | 0.74 | 43% | 31% | 0:04 | |
| Team Total | 452 | 237 | 287 | 0 | 712 | 35.9 cm | 0.83 | 45% | 34% | 0:09 |
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.
| 17 |
| 5 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 3 | 6 kills | |||||
| 1 | 5 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 | 4 | 2 | 1 | 26 | 0/- | 529 | 9 | 14 | 9 | 0 | 14 | 4 | 1215 | |
| -🇬🇧 | Attacker | 19 | 4 | 0 | 1 | 17 | 0/- | 271 | 6 | 19 | 11 | 0 | 16 | 6 | 1004 | |
| -🇬🇧 | Attacker | 7 | 0 | 0 | 0 | 19 | 0/- | 0 | 4 | 1 | 13 | 0 | 14 | 1 | 454 | |
| -🇬🇧 | Attacker | 23 | 0 | 0 | 0 | 20 | 0/- | 0 | 9 | 3 | 8 | 0 | 10 | 2 | 445 |
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 | 400 | 280Hz | 22 | 22 | 27 | 0 | Bumpy connection | ||
| 30000 | 498 | 498Hz | 48 | 52 | 57 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 27 | 29 | 30 | 0 | Minor 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 2.14x. Your flag work was one of your best areas, with 14 grabs producing 4 caps and 1 solo. You fought efficiently: 172-120 with a 1.43 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 | You should be happy with this one; your performance was well above your usual level at 1.92x. You were dangerous with the flag: 19 grabs led to 4 caps and 1 solo. 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. | |
| Dominating | Attacker | You had a positive match and your 1.11x rating backs that up. You were active on attack with 7 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 109-147 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. 23 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
