Cs-gotime7
How does Cs-gotime7 play?
Compared with 1,851 players in this group, each player over up to their last 100 matches.
Opening
AverageFirst kill in 7% of rounds and so well below the average (10%).
Clutch
Average30% of 1v2s won and so clearly above the average (22%).
Weapons and aim
Average53% headshots and so clearly above the average (49%).
Impact
WeaknessExactly 2 kills in 10.4% of rounds and so well below the average (13.3%).
Utility and deaths
StrengthDied in 63% of rounds and so well below the average (72%). Lower is better.
Patterns
Records and milestones
from recorded matches- Longest win streak: 6 wins in a row · Ancient
- Most kills in a match: 23 · Mirage
- Highest rating in a match: 1.77 · Mirage
Maps in detail
from the last 35 matchesCompared with players on the same level who have at least 15 matches on the map.
How Cs-gotime7 plays
Across 35 matches Cs-gotime7 averages K/R 0.64, ADR 70.4 and a rating of 0.98. Biggest strength: Deaths per round at just 63% (lower is better), better than 99% of level 10 · 2,001-2,249 ELO players. Most room to improve: Damage per round (ADR) at 70.4, better than only 4% of level 10 · 2,001-2,249 ELO players. Averages 13.3 kills per match with 53% headshots. In 10 of 35 matches the rating was 1.10 or higher (29%), in 17 it was below 0.90. In 35 matches with detailed stats: 5 4Ks and 0 aces. Last 30 days: 35 matches, win rate 63%, net ELO +5.
How to read the numbers
Each value is compared with players on the same FACEIT level (here level 10 · 2,001-2,249 ELO): better than 30% means 30% of them are weaker, Top 12% means better than 88%. Green means better than 75% with a clear gap to the average, red the reverse at 25% or below, otherwise gray. A comparison needs at least 20 matches in the period. If a level has too few players, neighboring levels count too.
pp stands for percentage points, the difference between two percentages: +4 pp means, for example, 52% against an average of 48%. Every difference has as many decimals as the value itself.
- Rounds with first kill
- Share of rounds where the player gets the first kill.
- Opening duels won
- Share of opening duels won.
- Clutch 1v1 won
- Share of 1v1 situations won.
- Clutch 1v2 won
- Share of 1v2 situations won.
- Clutch kills per match
- Kills as the last one alive, per match on average.
- Headshot rate
- Share of kills that were headshots.
- AWP share of kills
- K/D
- Kills per death across all matches in the period.
- 2K rounds
- Share of rounds with exactly 2 kills.
- 3K rounds
- Share of rounds with exactly 3 kills.
- MVPs per match
- Round MVPs per match on average.
- Utility hit rate
- Share of nades that deal damage or blind an enemy.
- Utility damage per round
- HE and molly damage per round.
- Enemies flashed per round
- Enemies flashed per round on average.
- Deaths per round
- Share of rounds the player dies in. Lower is better.
- Spread
- How much the rating swings from match to match. The smaller, the more consistent.
- Consistency
- Share of matches with a rating of 0.90 or higher.
- Pistol kills per match
- Pistol kills per match on average. No comparison with other players.