Through-smoke hits/kills per round — the wallbang 'feel'.
Quartermaster
Weapon drops to teammates / round (MM teamplay signal).
Entry
Opening-duel attempts (first contact) per round.
Clutch
1vX rounds won.
Tradeable
% of your deaths that got TRADED — you die where the team can avenge you (good positioning), not free like meat.
Trader
Trade kills per round — you avenge a fallen teammate (antifrag for the team).
Team Flasher (negative)
Teammate flash-blind seconds / round — too many own flashes.
Gun Donor (negative)
Died with an expensive gun (any rifle/sniper), untraded, AND an enemy picked it up — you handed a working weapon to the other team.
Loose Crosshair (negative)
Avg degrees your crosshair sits off an enemy's head LEVEL (vertically) while enemies are in your view — crosshair-height discipline (bad players aim at the floor). Vertical only, so it isn't skewed by which horizontal angle you hold.
Friendly Fire (negative)
Bullet damage to teammates / round.
Proposed scoring (the honest part)
• Per-round rates, never absolutes — a 13-round match is judged the same as a 24-round one.
• World bar, not a per-match podium — a badge means you cleared a global skill bar (percentile across all parsed players), so a match can have zero of a badge if nobody earned it. Solid = top ~50% (reliable), Elite = top ~25% (great, shimmering), Legendary = top ~10% (pro level, glowing). No participation trophies.
• Min-rounds floor so a 3-round cameo can't fluke a gold.
• Every badge will carry an ⓘ that states its exact metric + thresholds, kept in sync with the code.