| Mode | Matches | Rotation
Share of the Rotation This mode's share of every match played on the server. Compare it against Avg Players: a mode taking a large share of the rotation while drawing fewer people than another is the rotation working against the playerbase. | Players Players Who Have Played It How many different players have recorded stats in this mode. Adoption, as opposed to how often the mode comes up. | Avg Players Average Turnout Average players present per match in this mode. Read beside Rotation: high rotation with low turnout means the server keeps serving something people do not stay for. | Avg Length Average Match Length Approximate. Matches record no duration, so this is the longest time any one player was present, averaged across matches. It understates when everybody joined late. | Kills/Match | KPM Kills per Minute Kills per minute of wall-clock time in this mode, using map time so it does not scale with how many players were present. A pace measure: which modes are frantic and which are slow. | HS % | Objective Objective Total Whatever the mode is actually contested over — flag captures in Capture the Flag, time holding the zone in the King of the Hill modes. The deathmatch modes have no objective, so they show a dash rather than a zero. | Play Time |
|---|---|---|---|---|---|---|---|---|---|---|
| Team King of the Hill | 2 | 100% | 2 | 2 | ~8m | 13.5 | 0.48 | 7.1% | 5m held | 55m |
| Deathmatch | 0 | 0% | 0 | - | - | - | - | - | — | - |
| Team Deathmatch | 0 | 0% | 0 | - | - | - | - | - | — | - |
| King of the Hill | 0 | 0% | 0 | - | - | - | - | - | - | - |
| Capture the Flag | 0 | 0% | 0 | - | - | - | - | - | - | - |