Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Mar 2026, 23:57
Mega Frenzy Rebirth
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 521 | 156 | 130 | 0 | 371 | 13.5 cm | 1.20 | 55% | 42% | 0:05 | |
| 408 | 91 | 144 | 0 | 240 | 58.3 cm | 0.63 | 39% | 38% | 0:04 | |
| Team Total | 929 | 247 | 274 | 0 | 611 | 35.9 cm | 0.90 | 47% | 40% | 0:10 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 74 | ||
| 82 | ||
| 46 | ||
| 45 |
| Killer | Victim | |
|---|---|---|
| 75 | ||
| 73 | ||
| 55 | ||
| 71 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 6 | 3 | 3 | 5 kills | |||
| 19 | 13 | 6 | 1 | 5 kills | |||
| 16 | 9 | 6 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-MegaFrenzy between Red and Blue Team, ending 17-27 in favour of Blue Team.
The opening breakthrough came at 0:24 when Broken_Soul scored for Red Team. Blue Team created more scoring chances, converting 27 of the 44 captures. Momentum changed hands 1 time as the scoreline developed. 31 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:55, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 17-27.
-uh.Pr3DazZz stood out as the main objective influence with 37 grabs, 16 captures, 20 returns, and an MVP score of 2181. -uh.StarzZz`- anchored the recovery work with 24 total returns.
Objective ledger for the match: 131 grabs, 62 pickups, 44 captures, 22 solos, 13 assists, 148 flag kills, 74 covers, 0 seals, 86 returns, 86 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 148 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Aim complaint: pho` hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 604 | 148 | 120 | 0 | 344 | 20.3 cm | 1.23 | 55% | 43% | 0:05 | |
| 550 | 126 | 127 | 0 | 298 | - | 0.99 | 50% | 42% | 0:05 | |
| Team Total | 1154 | 274 | 247 | 0 | 642 | 20.3 cm | 1.11 | 53% | 43% | 0:10 |
Click the coloured player buttons to show or hide lines. Each line finishes on the same Equinox MVP score shown in the CTF MVP table.
Dots are timed MVP-impact events from this match. Captures still keep their deeper run details in the existing capture graph.
| 12 |
| 2 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 3 kills |
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
Final Equinox gain: Match Score plus flag-run, objective, defensive baseline, shared team, and personal penalty adjustments.
| Rank | Player | Role | Grabs | Caps | Assists | Solos | Flag Kills | Def FK/BNS | Flag Run | Pickups | Covers | Mid Returns | Cherries | Returns | CLUTCH | MVP Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 37 | 16 | 2 | 9 | 32 | 0/- | 1662 | 15 | 18 | 20 | 0 | 20 | 0 | 2181 | |
| -🇬🇧 | Attacker | 34 | 11 | 4 | 8 | 44 | 0/- | 1038 | 13 | 29 | 22 | 0 | 22 | 0 | 1902 | |
| -🇬🇧 | Attacker | 30 | 9 | 4 | 3 | 41 | 0/- | 758 | 15 | 19 | 24 | 0 | 24 | 0 | 1666 | |
| -🇬🇧 | Attacker | 30 | 8 | 3 | 2 | 31 | 0/- | 942 | 19 | 8 | 20 | 0 | 20 | 0 | 1577 |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | - | - | 20 | 22 | 34 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 16 | 16 | 16 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 25 | 26 | 38 | 1 | Occasional lag spikes | ||
| 20000 | - | - | 11 | 11 | 12 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.33x. You gave the enemy defence problems and backed it up with 16 caps and 9 solos from 37 grabs. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.19x. Your attacking play was strong, especially because you turned 34 grabs into 11 caps and 8 solos. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.94x. Your grabs and running were a real strength, with 30 grabs turning into 9 caps and 3 solos. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.69x. Your grabs and running were a real strength, with 30 grabs turning into 8 caps and 2 solos. I think survival was your main issue: 91-144 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |