17 Aug 2025, 19:35
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 342 | 171 | 191 | 1 | 578 | 46.0 cm | 0.90 | 47% | 30% | 0:13 | |
| 143 | 87 | 96 | 0 | 284 | - | 0.91 | 48% | 31% | 0:06 | |
| Team Total | 485 | 258 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 6 | 3 | 3 | 5 kills | |||
| 17 | 3 | 1 | 4 kills | ||||
| 19 | 4 | 2 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-Yard-v3 between Red and Blue Team, ending 0-8 in favour of Blue Team.
The opening breakthrough came at 3:35 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 8 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 9:00, with -cide- finishing for Blue Team. That score set the closing shape of the match at 0-8.
-cide- stood out as the main objective influence with 12 grabs, 0 captures, 15 returns, and an MVP score of 707. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 54 grabs, 22 pickups, 8 captures, 3 solos, 6 assists, 68 flag kills, 38 covers, 0 seals, 46 returns, 42 mid returns, 4 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 37% accuracy and 103 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 13 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| 287 |
| 1 |
| 862 |
| 46.0 cm |
| 0.90 |
| 47% |
| 30% |
| 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 230 | 103 | 76 | 0 | 284 | 36.0 cm | 1.36 | 58% | 37% | 0:08 | |
| 210 | 99 | 90 | 0 | 281 | 20.3 cm | 1.10 | 52% | 36% | 0:07 | |
| 188 | 85 | 92 | 0 | 316 | 46.0 cm | 0.92 | 48% | 27% | 0:07 | |
| Team Total | 628 | 287 | 258 | 0 | 881 | 34.1 cm | 1.11 | 53% | 33% | 0:23 |
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.
| 11 |
| 9 |
| 1 |
| 4 kills |
| 15 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 6 kills | |||||
| 4 | 6 kills | |||||
| 2 | 5 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 | 12 | 0 | 0 | 0 | 28 | 0/- | 0 | 1 | 6 | 14 | 0 | 15 | 2 | 707 | |
| -🇬🇧 | Defender | 0 | 0 | 1 | 0 | 0 | 18/5 | 0 | 2 | 8 | 16 | 0 | 16 | 1 | 575 | |
| -🇬🇧 | Attacker | 16 | 2 | 4 | 1 | 5 | 0/- | 0 | 5 | 13 | 3 | 0 | 4 | 1 | 450 | |
| -🇩🇪 | Attacker | 15 | 6 | 1 | 2 | 4 | 0/- | 0 | 11 | 10 | 2 | 0 | 3 | 0 | 407 | |
| -🇺🇸 | Attacker | 11 | 0 | 0 | 0 | 13 | 0/- | 0 | 3 | 1 | 7 | 0 | 8 | 0 | 395 |
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 | 0 | 240Hz | 95 | 96 | 98 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 16 | 30 | 44 | 0 | Variable ping | ||
| 30000 | 360 | 240Hz | 28 | 29 | 30 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 12 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 10 | 11 | 11 | 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 2.03x rating shows it. You were active on attack with 12 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.40x. As a defender, your standout work was stopping danger before it became a cap: 16 mid returns and 1 clutch return. You fought efficiently: 103-76 with a 1.36 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.38x. Very strong flag running: you made 15 grabs count with 6 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 played a really good game here and your 1.26x rating shows it. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 16 grabs. The support share was meaningful at 31%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 0.91x, with room to turn steady play into a bigger influence. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You did make some good returns, and those stops helped your team stay in the game. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
