DELTA FORCE 1
GAME TYPES

What the server actually plays, against what players actually turn up for. A mode filling the rotation while drawing fewer players than another is a rotation worth revisiting. Modes nobody has played are listed too — that absence is a finding in itself.
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 - - - - - - -
Match length is approximate and kills per minute uses wall-clock map time, so neither scales with how many players were present. Competitiveness by mode — how close the games were — lives on Match Quality.