Tue, Oct 6: the details
The short version
Do we have each other's backs?
Every death is one of three kinds. Traded: a teammate killed your killer within 5 seconds. Missed trade: not traded, though a teammate was under 3 seconds' run away. Untradeable: no teammate was within 3 seconds' run, or nobody else was alive.
19% of crew deaths got traded. Randos traded us 8 times; we traded them 9 times out of 52 rando deaths.
| Player | Traded deaths | Trades made | Median time to trade | |
|---|---|---|---|---|
| beeny | 24% 8 of 33 | 3 | 1.3 s | |
| Dan | 19% 5 of 26 | 7 | 1.0 s | |
| zach | 12% 4 of 32 | 8 | 2.2 s |
Who trades whom, and who misses trades on whom
Trades: how many times each row player traded each column player.
| Trader ↓ · Died → | Dan | zach | beeny |
|---|---|---|---|
| Dan | · | 2 | 1 |
| zach | 2 | · | 3 |
| beeny | 1 | – | · |
Missed trades: how many times each row player was the closest teammate and the column player wasn't traded.
| Closest ↓ · Died → | Dan | zach | beeny |
|---|---|---|---|
| Dan | · | 3 | 1 |
| zach | – | · | 2 |
| beeny | 4 | 1 | · |
Median seconds to the trade:
| Trader ↓ · Died → | Dan | zach | beeny |
|---|---|---|---|
| Dan | · | 0.5 | 2.0 |
| zach | 0.5 | · | 0.5 |
| beeny | 4.6 | – | · |
Who dies first?
The first of us to go down leaves the rest playing a man short. zach dies first most often: 20 of 46 rounds (43%). Our first death usually comes 21 s into the round, theirs 17 s in.
Counts any death before the round ended, out of the rounds each player played. Red marks a win rate clearly below their other rounds (15+ points, with at least 8 first deaths). Pick a side above to see CT or T rounds only.
How far apart do we play?
Deaths that weren't traded, by how long the closest living teammate would have needed to run there with a rifle, going around walls. Under 3 seconds is a missed trade; anything further is untradeable.
| Player | Deaths that weren't traded | Typical gap |
|---|---|---|
| Dan | 3.6 s (21) | |
| zach | 5.0 s (28) | |
| beeny | 5.9 s (25) |
Where we die
Crew deaths, one kind at a time. Missed trades show where help was close but didn't get the killer; untradeable deaths show where we keep ending up alone. Hover or tap a dot to see the closest teammate and the killer.
"Together" means every living crew member was within 3.6 s of running (67 ft) of another one.
What wins us rounds?
Round win rate in different situations.
Economy
Buys come from each team's average equipment value when buy time ends.
Every buy matchup
Utility
| Player | Flashes | Enemies blinded | Enemy blind time per flash | Flash assists | Teammates blinded | Nade damage | Died holding |
|---|---|---|---|---|---|---|---|
| Dan | 40 | 28 | 2.6 s | 0 | 12 | 168 | $5,450 (21) |
| zach | 18 | 14 | 2.8 s | 0 | 9 | 93 | $14,300 (52) |
| beeny | 15 | 6 | 0.9 s | 0 | 6 | 188 | $14,900 (56) |
Flash setups and damage handoffs between teammates
Kills on an enemy still blind from a teammate's flash.
| Flashed ↓ · Killed → | Dan | zach | beeny |
|---|---|---|---|
| Dan | · | 2 | – |
| zach | – | · | – |
| beeny | 1 | – | · |
One damaged an enemy, the other finished them within 5 s.
| Damaged ↓ · Finished → | Dan | zach | beeny |
|---|---|---|---|
| Dan | · | – | 2 |
| zach | 2 | · | 1 |
| beeny | 2 | 2 | · |
Aim
Every bullet fired from a gun; a shot hits if it damages an enemy. A burst starts after half a second without shooting, and from its 4th bullet on it's a spray. Counter-strafing is first shots fired while (nearly) stopped.
| Player | Accuracy | Headshot accuracy | First-shot accuracy | Spray accuracy | Counter-strafing | Bullets |
|---|---|---|---|---|---|---|
| beeny | 20% | 12% | 14% | 20% | 34% | 726 |
| zach | 22% | 15% | 21% | 21% | 63% | 526 |
| Dan | 15% | 22% | 17% | 11% | 55% | 650 |
Records
| Ancient | 1–0 |
| Dust2 | 1–0 |
| 3-stack | 2–0 |
| Dan, zach, beeny | 2–0 |
Crew vs randos
Crew: 51% of our kills and 56% of our damage. Randos: 49% of our kills and 44% of our damage. Rando rankings