9 May 2026, 21:34
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 642 | 115 | 93 | 0 | 536 | - | 1.24 | 55% | 29% | 96 | 61% | 0:07 | |
| Team Total | 642 | 115 | 93 | 0 | 536 | - | 1.24 | 55% | 29% | - | - | 0:07 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 6 | 3 | 4 kills | ||||
| 18 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 |
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Generated from the match events and player statistics.
A tight game of 1v1 Sniper CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 13-14 in favour of Blue Team.
The opening breakthrough came at 0:16 when Neddy scored for Red Team. Blue Team created more scoring chances, converting 14 of the 27 captures. Momentum changed hands 3 times as the scoreline developed. 27 captures were completed solo.
Blue 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 11:01, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 13-14.
Neddy made the biggest clutch contribution, recording 14 close-save returns.
-cide- supplied the sharpest shooting numbers, finishing with 35% accuracy and 93 kills.
Clutch desk: Neddy produced 14 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.
| Player |
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| Score |
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| Kills |
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| Deaths |
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| Suicides |
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| Shots |
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| 360 |
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| K/D |
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| Eff |
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| Acc |
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| HSK |
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| HSA% |
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| TTL |
|---|
| 575 | 93 | 115 | 0 | 386 | 46.0 cm | 0.81 | 45% | 35% | 66 | 49% | 0:05 | |
| Team Total | 575 | 93 | 115 | 0 | 386 | 46.0 cm | 0.81 | 45% | 35% | - | - | 0:06 |
| 7 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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 642 | |
| -🇭🇺 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 575 |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills.
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 31 | 31 | 32 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 44 | 45 | 46 | 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 | Great game, this was a really strong performance from you at 1.62x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. 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 were one of the players who shaped this match, finishing at 1.43x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
