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Entry
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About
Round 1
Kill
≥1 kill this round
Assist
≥1 assist this round
Objective
Plant or Defuse
Traded
Death was traded
Died
Eliminated this round
Clutch ★
Won a 1v2+ situation
HS Kills
Headshot kills
0
Non-HS Kills
Body / leg kills
0
My Team
PlayerKOSTATK%DEF%KOAHS%KillsClutchIR
OPIndex Match Tracker
A round-by-round stat logger built as part of a larger competitive ranking project. Track your performance and understand your playstyle — designed to feed into a future system that rewards players who make an impact, not just the ones who survive.
What this tool is

The OPIndex Match Tracker is a manual data entry tool designed to log what each player does in every round of a match. Think of it as a scorecard — after each round ends, you log a handful of yes/no fields and kill counts, and the tracker builds a picture of your performance over time.

It works in three modes: Solo (just tracking yourself), 5v5 Player (tracking yourself within a full team), and Observer (logging stats for all players on both teams). Data is saved automatically in your browser between sessions, and can be exported as a JSON file and imported back at any time.

Your data stays on your device. Nothing entered into this tool is collected, transmitted, or stored anywhere outside your own browser. Only you can see it.

The bigger picture — a planned ranking system

This tracker is the data collection layer for a ranking system that is currently in design. No live ranking or ladder exists yet — the stats you see here are local to your device and are not fed into any backend system at this stage.

The intended system, once built, would calculate each player's MMR (Match Making Rating) — a number that determines your position on the ladder. The design principles behind it are:

Wins always increase your rating, losses always decrease it. No exceptions.
How much it changes depends on how you played. A dominant performance in a loss would hurt less. A passive performance in a win would gain less.
Stat padding would be penalised. Surviving without contributing wouldn't help your rating.
Side balance would matter. Performing on both attack and defence would be rewarded over time.

The planned ladder uses seven example rank tiers — Copper, Bronze, Silver, Gold, Platinum, Diamond, and Elite — each subdivided into III, II, and I divisions. These names and thresholds are illustrative and subject to change.

What you log each round
Important: every field is a simple yes/no (or a count) for that round only. You're not logging career stats — just what happened in that single round.
Side
Whether you were on Attack or Defence that round. The system tracks your performance separately for each side, so it can tell whether you're one-dimensional or well-rounded.
Win / Loss
Did your team win the round? Only needs to be logged once per round (the first player to log it sets it for everyone). This is what drives the score counter in the header. In the future ranking system, match results would directly drive MMR changes.
Kill
Did you get at least one kill this round? This is a boolean — it doesn't matter if you got one or five, it just counts as "yes". Used in the KOST and KOA calculations.
Assist
Did you get at least one assist? Only used in the KOA calculation — it's a lower bar than a kill, recognising that you still contributed even if you didn't finish anyone off.
Objective
Did you complete an objective — a plant or defuse? One of the most valuable things you can do in a round, and it's counted in both KOST and KOA.
Died
Did you die this round? Being alive at the end of a round counts in your favour for KOST — it means you survived and held your position. Note: if you died but your death was immediately traded, that's handled separately below.
Traded
Was your death immediately traded by a teammate? If yes, your death still counts in your favour for KOST. You didn't survive, but your death wasn't wasted — a teammate capitalised on it.
Clutch
Did you win a 1v2 or larger situation on your own? This requires kills and survival — you can't clutch if you're dead. Currently tracked as a stat only, not yet factored into the rating formula, but it will be.
HS Kills
How many of your kills this round were headshots? Used to calculate your HS% accuracy metric.
Non-HS Kills
How many kills were body or leg shots? Combined with HS Kills to give your total kills and headshot rate.
How your stats are calculated

From those round-by-round inputs, the tracker calculates four key metrics that roll up into your Impact Rating. In the planned ranking system, these would feed directly into your MMR calculation.

ATK%
KOST on Attack. The percentage of your attacking rounds where you had at least one of: a kill, an objective, a survival, or a traded death. Anything above 55% is solid. Below 40% means you're consistently having quiet rounds on attack.
DEF%
KOST on Defence. The same measure, but for your defending rounds. Good defenders hold angles, survive longer, or get early picks. A balanced ATK%/DEF% is rewarded by the rating system — being dominant on one side but invisible on the other is penalised.
KOST
Overall KOST across all rounds. Your combined attack and defence impact rate. A quick single number that tells you what percentage of rounds you genuinely contributed something. The average player lands around 50–60%.
KOA
Kill, Objective, or Assist rate. A stricter version of KOST — survival alone doesn't count here. This specifically measures rounds where you were actively involved: you got a kill, an assist, or completed an objective. It's designed to catch players who game their KOST by camping. A good KOA is 55%+.
HS%
Headshot rate (smoothed). Headshot kills divided by total kills, with a small statistical correction applied so players with very few kills don't get an inflated or deflated number. The population average used in the formula (~35%) is a provisional estimate — it has not yet been validated against real match data and may be adjusted once enough data is collected.
Impact Rating
The composite score that summarises your overall performance. It combines ATK%, DEF%, KOA, and your accuracy into a single number. Here's how it breaks down:

• ATK% and DEF% each contribute 35% of the score
• KOA contributes 30%
• The result is scaled by a Balance factor — if your ATK% and DEF% are very different, you get a small penalty
• Then multiplied by an Accuracy multiplier based on your HS% (range: 0.92–1.08) — note this multiplier uses an assumed population average that may be tuned later

What's a good Impact Rating? Under 45 is below average. 45–65 is the average range. 65+ is strong. The scale tops out around 100 for a theoretically perfect player.
How MMR would change after a match (planned)

This system does not exist yet. The following describes the intended design for when the ranking backend is built. No MMR is being calculated or stored from this tool at this stage.

The intended design uses three factors:

1. Win or loss. A win would always give positive MMR, a loss would always cost MMR. You could never gain MMR from a loss or lose it from a win.

2. How expected the result was. If your team was the heavy favourite and you won, you'd gain less. If you were the underdog and won, you'd gain more — calculated using an Elo-style formula based on average team MMR.

3. Personal performance. Your Impact Rating would be compared to your own recent history (last 15 matches). Playing above your usual level would earn more MMR. Below your usual level would earn less (or cost more on a loss).

The combined modifier would mean MMR changes range from a minimum floor of ±2 MMR up to ±30% more or less than the base amount.

Heads up: No ranking data is calculated, stored, or tracked by this tool. Everything you see — stats, scores, Impact Ratings — is computed locally in your browser and only visible to you. The ranking system described here is a design blueprint, not a live feature.
Rank tiers

The following rank tiers are illustrative examples from the design specification — names, MMR thresholds, and the number of divisions are all subject to change. They are included here to give context for how the system is intended to work, not as a final specification.

RankMMR RangeNotes
CopperBelow 1200Starting out or struggling to find footing
Bronze1200 – 1349Below average but improving
Silver1350 – 1499Average — most players land here
Gold1500 – 1649Above average, consistent performer
Platinum1650 – 1799Strong player. Inactivity decay begins here (−5 MMR/day after 7 days)
Diamond1800 – 1949Elite level. Decay −10 MMR/day
Elite1950+Top of the ladder. Decay −15 MMR/day

The planned season length is 8 weeks. The design includes a soft reset between seasons — MMR would be partially pulled back toward the midpoint (higher-ranked players pulled back more), so everyone has to re-establish themselves each season. A demotion shield of 3 matches would apply after a tier promotion. All of these specifics are provisional.

Frequently asked questions
Why does survival count in KOST but not KOA?
KOST is a broad measure of round impact — surviving means you held your ground and didn't give the enemy a free advantage. KOA is a stricter measure specifically looking for active contributions. The two stats together give a fuller picture: high KOST but low KOA suggests you survive a lot but rarely engage.
Will I be able to gain MMR from a loss?
No — by design. The intended maths make it impossible: a loss feeds a negative base change, and the performance modifier (always positive) can't flip the sign. You might lose less MMR for playing well in a loss, but you'd always lose some. This is a core principle of the system.
What's the point of HS% if kills already count?
Headshot rate is used as a proxy for aim consistency and accuracy under pressure. It adjusts your Impact Rating by up to ±8%. It's not about punishing players who get body shots — it's about rewarding players whose kills are more mechanically demanding.
Why does side balance matter?
A player who is dominant on attack but useless on defence is less valuable than one who performs consistently on both. The balance factor applies a small deduction to your Impact Rating if your ATK% and DEF% diverge significantly — but only once you have enough rounds on each side (15+) to make the comparison fair.
Why compare me to my own history instead of everyone?
The intended design compares you to your own recent performance rather than everyone globally. This means a lower-ranked player who had an exceptional game would be rewarded just as meaningfully as a top-ranked player doing the same. It's designed to keep the performance modifier fair across all skill levels.
Is the data I enter validated?
The tracker does basic logical validation (e.g. a clutch requires a kill, a clutch requires survival) but ultimately relies on honest manual entry — the data is only as accurate as the person logging it. Some fields, like headshot rate, are approximations rather than guaranteed ground truth. When a live game API is eventually integrated, automated validation would be applied and manually entered data would need to be reviewed before being carried forward.