Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Jul 2026, 23:00
CTF-UH-Midl-1v1
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 388 | 105 | 115 | 0 | 285 | 13.5 cm | 0.91 | 48% | 40% | 0:05 | |
| 235 | 73 | 123 | 0 | 236 | 82.4 cm | 0.59 | 37% | 31% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 44 | ||
| 61 | ||
| 41 | ||
| 32 |
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 52 | ||
| 62 | ||
| 71 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 8 | 5 | 2 | 5 kills | |||
| 14 | 6 | 1 | 5 kills | ||||
| 12 | 4 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-Midl-v1 between Red and Blue Team, ending 5-21 in favour of Blue Team.
The opening breakthrough came at 0:22 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 21 of the 26 captures. The scoring pattern stayed relatively stable once the first lead was established. 22 captures were completed solo.
The final capture arrived at 10:55, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 5-21.
_-=Pr3dazZz=- stood out as the main objective influence with 27 grabs, 10 captures, 26 returns, and an MVP score of 2041. _-=Pr3dazZz=- made the biggest clutch contribution, recording 12 close-save returns.
Objective ledger for the match: 109 grabs, 32 pickups, 26 captures, 19 solos, 4 assists, 113 flag kills, 39 covers, 0 seals, 81 returns, 53 mid returns, 28 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 53% accuracy and 133 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.
Clutch desk: _-=Pr3dazZz=- produced 12 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 623 |
| 178 |
| 238 |
| 0 |
| 521 |
| 48.0 cm |
| 0.75 |
| 43% |
| 36% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 538 | 105 | 85 | 0 | 299 | 36.0 cm | 1.24 | 55% | 36% | 0:07 | |
| 479 | 133 | 93 | 0 | 253 | 20.3 cm | 1.43 | 59% | 53% | 0:07 | |
| Team Total | 1017 | 238 | 178 | 0 | 552 | 28.1 cm | 1.34 | 57% | 43% | 0:15 |
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.
| 8 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 11 kills | ||||
| 1 | 6 kills | |||||
| 4 kills | ||||||
| 3 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 | 27 | 10 | 3 | 8 | 31 | 0/- | 1040 | 6 | 10 | 13 | 0 | 26 | 12 | 2041 | |
| -🇬🇧 | Attacker | 31 | 11 | 0 | 7 | 25 | 0/- | 1060 | 15 | 18 | 14 | 0 | 19 | 6 | 1736 | |
| -🇬🇧 | Attacker | 35 | 3 | 1 | 3 | 38 | 0/- | 305 | 8 | 4 | 14 | 0 | 23 | 7 | 1209 | |
| -🇵🇹 | Attacker | 16 | 2 | 0 | 1 | 19 | 0/- | 195 | 3 | 7 | 12 | 0 | 13 | 3 | 651 |
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 | 238 | 238Hz | 11 | 12 | 14 | 0 | Minor variation | ||
| 30000 | - | - | 45 | 45 | 46 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 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 | Well played, this was a fantastic performance at 2.65x. Very strong flag running: you made 27 grabs count with 10 caps and 8 solos. 55% efficiency shows the fight selection was generally good. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.24x. Your flag work was one of your best areas, with 31 grabs producing 11 caps and 7 solos. You fought efficiently: 133-93 with a 1.43 K/D, and I think you played your role in the team well. 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 | You played a really good game here and your 1.68x rating shows it. Excellent flag running from you: 35 grabs became 3 caps and 3 solos. Aim was a real positive at 40% 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. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.12x. Your flag work was one of your best areas, with 16 grabs producing 2 caps and 1 solo. I think survival was your main issue: 73-123 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |