Unreal HeavenThe home of 2v2 and 3v3 iCTF11 May 2026, 15:58
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 376 | 123 | 96 | 0 | 311 | 46.0 cm | 1.28 | 56% | 40% | 0:06 | |
| 319 | 91 | 93 | 0 | 269 | - | 0.98 | 49% | 34% | 0:07 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 56 | ||
| 67 | ||
| 42 | ||
| 49 |
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 49 | ||
| 33 | ||
| 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 8 | 4 | 4 kills | ||||
| 17 | 6 | 2 | 1 | 5 kills | |||
| 14 | 2 | 1 | 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-F_RIFK_66 between Red and Blue Team, ending 11-5 in favour of Red Team.
The opening breakthrough came at 0:28 when pho` scored for Blue Team. Red Team created more scoring chances, converting 11 of the 16 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Red 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 10:17, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 11-5.
-cide- stood out as the main objective influence with 15 grabs, 5 captures, 18 returns, and an MVP score of 1265. -cide- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 77 grabs, 20 pickups, 16 captures, 6 solos, 8 assists, 80 flag kills, 40 covers, 0 seals, 60 returns, 48 mid returns, 12 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 40% accuracy and 123 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 25 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 4 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 695 |
| 214 |
| 189 |
| 0 |
| 580 |
| 46.0 cm |
| 1.13 |
| 53% |
| 37% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 315 | 112 | 98 | 0 | 310 | 20.3 cm | 1.14 | 53% | 36% | 0:06 | |
| 209 | 77 | 116 | 0 | 244 | 58.3 cm | 0.66 | 40% | 32% | 0:05 | |
| Team Total | 524 | 189 | 214 | 0 | 554 | 39.3 cm | 0.88 | 47% | 34% | 0:13 |
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.
| 10 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 9 kills | |||||
| 2 | 8 kills | |||||
| 2 | 7 kills | |||||
| 4 kills |
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 | 15 | 5 | 4 | 1 | 22 | 0/- | 543 | 10 | 20 | 15 | 0 | 18 | 4 | 1265 | |
| -🇬🇧 | Attacker | 25 | 6 | 3 | 1 | 14 | 0/- | 557 | 6 | 15 | 10 | 0 | 14 | 3 | 1213 | |
| -🇬🇧 | Attacker | 21 | 4 | 1 | 4 | 26 | 0/- | 428 | 1 | 1 | 14 | 0 | 18 | 2 | 969 | |
| -🇬🇧 |
| Attacker |
| 16 |
| 1 |
| 0 |
| 0 |
| 18 |
| 0/- |
| 72 |
| 3 |
| 4 |
| 9 |
| 0 |
| 10 |
| 3 |
| 543 |
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 | - | - | 9 | 10 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 27 | 28 | 29 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 20 | 22 | 23 | 0 | Minor variation | ||
| 30000 | - | - | 22 | 22 | 23 | 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 made a clear difference in this match and finished well above your normal level at 2.21x. Very strong flag running: you made 15 grabs count with 5 caps and 1 solo. You fought efficiently: 123-96 with a 1.28 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.98x. You ran the flag well and gave your team end product: 6 caps and 1 solo from 25 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.64x. You carried real threat on attack, turning 21 grabs into 4 caps and 4 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | I think you had a steady game at 1.08x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 16 grabs led to 1 cap. I think survival was your main issue: 77-116 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |