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2 matches

Sat, Oct 10: the details

The short version

Trading▼ Problem
5%
of our deaths got traded within 5 seconds. All-time it's 19%. Khang was close enough to trade zach but didn't, 5 times.
See the numbers
First kills▼ Problem
62% vs 17%
Round win rate when we got the first kill vs. when they did. We got it in 16 of 40 rounds. zach took 6 opening duels and won 1.
See the numbers
Spacing▼ Problem
68%
of the deaths we didn't trade were untradeable: no teammate within 3 seconds' run (about 55 ft). zach was the most cut off: typically 5.1 s from help.
See the numbers
T side▼ Problem
78% vs 9%
T-round win rate with the bomb down vs. without it. We got the plant in 9 of 20 T rounds.
See the numbers
Randos● Worth knowing
1.34
rating for ★casey★, a rando (18–17, 103 ADR). Better than anyone in the crew.
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Clutch▲ Strength
1v2
Khang won a 1v2 with 65 HP left. The crew won 3 of 11 clutches.
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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.

5% of crew deaths got traded. Randos traded us 1 times; we traded them 3 times out of 99 rando deaths.

PlayerTraded deaths Trades madeMedian time to trade
zach
6% 2 of 33 11.3 s
Khang
3% 1 of 29 43.8 s
Who trades whom, and who misses trades on whom

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

Trader ↓ · Died → zachKhang
zach · –
Khang 2 ·

Missed trades: how many times each row player was the closest teammate and the column player wasn't traded.

Closest ↓ · Died → zachKhang
zach · 4
Khang 5 ·

Median seconds to the trade:

Trader ↓ · Died → zachKhang
zach · –
Khang 1.3 ·

Who dies first?

The first of us to go down leaves the rest playing a man short. zach dies first most often: 19 of 40 rounds (48%). It costs us most when Khang goes first: we won 19% of those rounds (3 of 16), against 46% otherwise. Our first death usually comes 27 s into the round, theirs 21 s in.

zach 48% died first in 19 of 40 rounds
Traded 2 of 19 Usually 33 s into the round Round win rate: 32% when they died first (6 of 19), 38% otherwise
Khang 40% died first in 16 of 40 rounds
Traded 1 of 16 Usually 24 s into the round Round win rate: 19% when they died first (3 of 16), 46% 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
zach
5.1 s (31)
Khang
4.1 s (28)
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.

Lower level
Missed trade Untradeable Traded Nearest teammate (on hover) ✕ Killer (on hover)
Grouped up or split, by round win rate
Together at 30 s 56% 5 of 9
Split at 30 s 42% 5 of 12
Together at 60 s 100% 2 of 2
Split at 60 s 100% 3 of 3

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

Last crew member alive
Khang19 rounds 6 won
zach16 rounds 3 won

What wins us rounds?

Round win rate in different situations.

We got the first kill 62% 10 of 16
They got the first kill 17% 4 of 24
T side, bomb planted 78% 7 of 9
T side, no plant 9% 1 of 11
CT 30% 6 of 20
T 40% 8 of 20

Economy

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

Our full buy vs their eco or force 100% 2 of 2
Full buys on both sides 39% 9 of 23
Our force buys 0% 0 of 6
Our eco rounds 40% 2 of 5
Our eco or force vs their full buy 25% 2 of 8
Every buy matchup
full vs full 39% 9 of 23
force vs full 0% 0 of 5
pistol vs pistol 25% 1 of 4
eco vs full 67% 2 of 3
eco vs force 0% 0 of 2
force vs eco 0% 0 of 1
full vs eco 100% 1 of 1
full vs force 100% 1 of 1

Utility

PlayerFlashesEnemies blinded Enemy blind time per flashFlash assistsTeammates blindedNade damage Died holding
zach2125 4.3 s 2 6 54 $12,400 (45)
Khang1518 4.0 s 0 4 109 $11,600 (40)
Flash setups and damage handoffs between teammates

Kills on an enemy still blind from a teammate's flash.

Flashed ↓ · Killed → zachKhang
zach · 2
Khang – ·

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

Damaged ↓ · Finished → zachKhang
zach · 1
Khang 1 ·

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
Khang27% 18%40% 17%56% 391
zach16% 21%14% 16%73% 456

Records

By map
Cache0–1
Nuke0–1
By stack size
2-stack0–2
By lineup
zach, Khang0–2

Crew vs randos

Crew: 39% of our kills and 37% of our damage. Randos: 61% of our kills and 63% of our damage. Rando rankings

Hall of shame
PlayerTeammates blindedTheir blind timeFriendly fireSelf damageTeam kills
zach623.5 s 000
Khang48.2 s 000