9 Mar 2026, 00:53
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 661 | 165 | 107 | 0 | 332 | 20.3 cm | 1.54 | 61% | 50% | 0:06 | |
| 391 | 100 | 121 | 0 | 299 | - | 0.83 | 45% | 33% | 0:05 | |
| Team Total | 1052 | 265 | 228 | 0 | 631 | 20.3 cm | 1.16 | 54% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 80 | ||
| 39 | ||
| 61 |
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 83 | ||
| 36 | ||
| 38 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 12 | 5 | 2 | 5 kills | |||
| 28 | 9 | 2 | 5 | 5 kills | |||
| 15 | 5 | 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 20-3 in favour of Red Team.
The opening breakthrough came at 0:04 when pho` scored for Red Team. Red Team created more scoring chances, converting 20 of the 23 captures. The scoring pattern stayed relatively stable once the first lead was established. 18 captures were completed solo.
The final capture arrived at 10:57, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 20-3.
pho` stood out as the main objective influence with 28 grabs, 11 captures, 43 returns, and an MVP score of 2071. pho` anchored the recovery work with 43 total returns.
Objective ledger for the match: 122 grabs, 35 pickups, 23 captures, 17 solos, 5 assists, 134 flag kills, 48 covers, 0 seals, 99 returns, 99 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 50% accuracy and 165 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.
Aim complaint: pho` hit 50% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 42% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 416 | 154 | 124 | 0 | 380 | - | 1.24 | 55% | 41% | 0:05 | |
| 181 | 74 | 141 | 0 | 288 | 58.3 cm | 0.52 | 34% | 27% | 0:04 | |
| Team Total | 597 | 228 | 265 | 0 | 668 | 58.3 cm | 0.86 | 46% | 35% | 0:10 |
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 |
| 5 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 28 | 11 | 2 | 7 | 58 | 0/- | 974 | 10 | 16 | 43 | 0 | 43 | 0 | 2071 | |
| -🇬🇧 | Attacker | 30 | 9 | 3 | 7 | 19 | 0/- | 1026 | 9 | 15 | 18 | 0 | 18 | 0 | 1563 | |
| -🇺🇸 | Attacker | 40 | 3 | 0 | 3 | 43 | 0/- | 267 | 7 | 13 | 27 | 0 | 27 | 0 | 1034 | |
| -🇬🇧 | Attacker | 24 | 0 | 0 | 0 | 14 | 0/- | 33 | 9 | 4 | 11 | 0 | 11 | 0 | 437 |
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 | 18 | 19 | 19 | 0 | Good connection | ||
| 20000 | - | - | 11 | 11 | 12 | 0 | Good connection | ||
| 20000 | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 99 | 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 made a clear difference in this match and finished well above your normal level at 2.86x. You gave the enemy defence problems and backed it up with 11 caps and 7 solos from 28 grabs. You fought efficiently: 165-107 with a 1.54 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 | This was excellent work from you, with your match rating landing at 2.03x. You gave the enemy defence problems and backed it up with 9 caps and 7 solos from 30 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 | I think this was one of your stronger performances, coming in at 1.86x. Your attacking runs had purpose, with 40 grabs leading to 3 caps and 3 solos. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. 24 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 74-141 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
