24 Jun 2026, 22:54
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 445 | 159 | 129 | 0 | 365 | 20.3 cm | 1.23 | 55% | 44% | 0:05 | |
| 364 | 112 | 124 | 0 | 332 | 58.3 cm | 0.90 | 47% | 36% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 78 | ||
| 81 | ||
| 55 | ||
| 57 |
| Killer | Victim | |
|---|---|---|
| 90 | ||
| 74 | ||
| 39 | ||
| 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 14 | 4 | 2 | 5 kills | |||
| 19 | 13 | 5 | 3 | 5 kills | |||
| 21 | 3 | 1 | 1 | 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 15-3 in favour of Red Team.
The opening breakthrough came at 0:16 when pho` scored for Red Team. Red Team created more scoring chances, converting 15 of the 18 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:52, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 15-3.
pho` stood out as the main objective influence with 22 grabs, 10 captures, 14 returns, and an MVP score of 1427. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 67 grabs, 36 pickups, 18 captures, 8 solos, 5 assists, 84 flag kills, 50 covers, 0 seals, 48 returns, 34 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 159 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: Broken_Soul produced 4 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.
| 809 |
| 271 |
| 253 |
| 0 |
| 697 |
| 39.3 cm |
| 1.07 |
| 52% |
| 40% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 375 | 164 | 133 | 0 | 410 | 13.5 cm | 1.23 | 55% | 42% | 0:04 | |
| 205 | 89 | 138 | 0 | 352 | 82.4 cm | 0.64 | 39% | 26% | 0:04 | |
| Team Total | 580 | 253 | 271 | 0 | 762 | 48.0 cm | 0.93 | 48% | 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.
| 9 |
| 6 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 4 | 5 kills | |||||
| 4 kills | ||||||
| 3 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 | 22 | 10 | 2 | 5 | 22 | 0/- | 928 | 11 | 13 | 9 | 0 | 14 | 4 | 1427 | |
| -🇬🇧 | Attacker | 15 | 5 | 3 | 1 | 14 | 0/- | 572 | 16 | 22 | 10 | 0 | 13 | 4 | 1124 | |
| -🇬🇧 | Attacker | 18 | 3 | 0 | 2 | 33 | 0/- | 267 | 7 | 7 | 12 | 0 | 15 | 2 | 926 | |
| -🇵🇹 | Attacker | 12 | 0 | 0 | 0 | 15 | 0/- | 33 | 2 | 8 | 3 | 0 | 6 | 4 | 456 |
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 | - | - | 22 | 23 | 23 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 23 | 23 | 24 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 16 | 0 | Good connection | ||
| 30000 | - | - | 49 | 49 | 50 | 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 should be happy with this one; your performance was well above your usual level at 2.32x. Very strong flag running: you made 22 grabs count with 10 caps and 5 solos. Aim was a real positive at 44% 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.00x. You were dangerous with the flag: 15 grabs led to 5 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | This was excellent work from you, with your match rating landing at 1.73x. You carried real threat on attack, turning 18 grabs into 3 caps and 2 solos. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. 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 played around your normal level at 1.08x, so your focus should be small improvements rather than a full reset. As an attacker, you kept pressure on the enemy base with 12 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 89-138 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. |
