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2 matches

Tue, Oct 6: the details

The short version

Spacing▼ Problem
78%
of the deaths we didn't trade were untradeable: no teammate within 3 seconds' run (about 55 ft). beeny was the most cut off: typically 5.9 s from help.
See the numbers
Randos● Worth knowing
1.92
rating for Grim, a rando (19–7, 131 ADR). Better than anyone in the crew.
See the numbers
Trading▼ Problem
19%
of our deaths got traded within 5 seconds. All-time it's 21%. beeny was close enough to trade Dan but didn't, 4 times.
See the numbers
First kills▲ Strength
81% vs 40%
Round win rate when we got the first kill vs. when they did. We got it in 26 of 46 rounds.
See the numbers
T side● Worth knowing
70% vs 22%
T-round win rate with the bomb down vs. without it. We got the plant in 10 of 19 T rounds.
See the numbers
Economy▼ Problem
3 of 8
rounds lost while we had the better buy (our full buy against their eco or force).
See the numbers

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.

PlayerTraded deaths Trades madeMedian time to trade
beeny
24% 8 of 33 31.3 s
Dan
19% 5 of 26 71.0 s
zach
12% 4 of 32 82.2 s
Who trades whom, and who misses trades on whom

Trades: how many times each row player traded each column player.

Trader ↓ · Died → Danzachbeeny
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 → Danzachbeeny
Dan · 3 1
zach – · 2
beeny 4 1 ·

Median seconds to the trade:

Trader ↓ · Died → Danzachbeeny
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.

zach 43% died first in 20 of 46 rounds
Traded 4 of 20 Usually 23 s into the round Round win rate: 60% when they died first (12 of 20), 65% otherwise
beeny 33% died first in 15 of 46 rounds
Traded 6 of 15 Usually 19 s into the round Round win rate: 67% when they died first (10 of 15), 61% otherwise
Dan 15% died first in 7 of 46 rounds
Traded 2 of 7 Usually 18 s into the round Round win rate: 43% when they died first (3 of 7), 67% otherwise

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.

PlayerDeaths that weren't traded Typical gap
Dan
3.6 s (21)
zach
5.0 s (28)
beeny
5.9 s (25)
Tradeable (under 3 s away) Untradeable (3 s or more) Nobody left alive

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.

Missed trade Untradeable Traded Nearest teammate (on hover) ✕ Killer (on hover)
Grouped up or split, by round win rate
Together at 30 s 73% 8 of 11
Split at 30 s 74% 14 of 19
Together at 60 s 100% 1 of 1
Split at 60 s 78% 7 of 9

"Together" means every living crew member was within 3.6 s of running (67 ft) of another one.

Last crew member alive
Dan13 rounds 6 won
beeny10 rounds 2 won
zach6 rounds 4 won

What wins us rounds?

Round win rate in different situations.

We got the first kill 81% 21 of 26
They got the first kill 40% 8 of 20
T side, bomb planted 70% 7 of 10
T side, no plant 22% 2 of 9
CT 74% 20 of 27
T 47% 9 of 19

Economy

Buys come from each team's average equipment value when buy time ends.

Our full buy vs their eco or force 62% 5 of 8
Full buys on both sides 67% 16 of 24
Our force buys 33% 3 of 9
Our eco rounds 100% 1 of 1
Our eco or force vs their full buy 38% 3 of 8
Every buy matchup
full vs full 67% 16 of 24
force vs full 29% 2 of 7
full vs force 50% 3 of 6
pistol vs pistol 100% 4 of 4
full vs eco 100% 2 of 2
eco vs full 100% 1 of 1
force vs eco 100% 1 of 1
force vs force 0% 0 of 1

Utility

PlayerFlashesEnemies blinded Enemy blind time per flashFlash assistsTeammates blindedNade damage Died holding
Dan4028 2.6 s 0 12 168 $5,450 (21)
zach1814 2.8 s 0 9 93 $14,300 (52)
beeny156 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 → Danzachbeeny
Dan · 2 –
zach – · –
beeny 1 – ·

One damaged an enemy, the other finished them within 5 s.

Damaged ↓ · Finished → Danzachbeeny
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.

PlayerAccuracyHeadshot accuracy First-shot accuracySpray accuracyCounter-strafingBullets
beeny20% 12%14% 20%34% 726
zach22% 15%21% 21%63% 526
Dan15% 22%17% 11%55% 650

Records

By map
Ancient1–0
Dust21–0
By stack size
3-stack2–0
By lineup
Dan, zach, beeny2–0

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

Hall of shame
PlayerTeammates blindedTheir blind timeFriendly fireSelf damageTeam kills
Dan1235.8 s 0400
zach923.4 s 5150
beeny622.5 s 1900