Metric glossary
Every proprietary metric ships with public documentation: what it measures in plain language, the formal definition, required inputs, minimum samples, the model behind it, and its known limitations. A metric without documentation doesn't ship.
Counter-Strike 2
8 metricsHow likely a player was to win each fight before it happened, based on weapons, health, distance, flashes, smoke, and nearby support. A kill in a 20% situation is worth more than one in a 90% situation.
Duels won above what the situations predicted, per 100 duels. Positive means winning fights they 'should' lose; negative means dropping favorable fights.
How much each player's actions moved their team's chance of winning rounds. A 1v3 clutch kill swings far more probability than a cleanup frag in a 5v2.
Value created in the first duel of each round, adjusted for how difficult those opening situations were and how often they convert to round wins.
Share of a player's deaths answered by a teammate kill within five seconds. High values mean deaths that keep round equity; low values mean deaths that hand over map control for free.
Share of deaths that were classified as isolated: no teammate close enough to trade, not on an objective, not a last-alive or sacrificial situation.
Round-rate value of grenades: enemy blind time that leads to team action, utility damage, and flash assists. Measures utility that does something, not utility thrown.
Average distance to the nearest living teammate at the moment of each death. A positioning fingerprint: low = plays inside team structure, high = plays independently.