Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Oct 2026, 01:12
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 403 | 146 | 119 | 0 | 340 | 20.3 cm | 1.23 | 55% | 43% | 0:05 | |
| 374 | 132 | 108 | 0 | 358 | - | 1.22 | 55% | 37% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 7 | 1 | 6 | 5 kills | |||
| 19 | 7 | 6 | 1 | 5 kills | |||
| 22 | 10 | 2 | 3 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 13-5 in favour of Red Team.
The opening breakthrough came at 0:18 when pho` scored for Red Team. Red Team created more scoring chances, converting 13 of the 18 captures. The scoring pattern stayed relatively stable once the first lead was established. 14 captures were completed solo.
The final capture arrived at 10:48, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 13-5.
pho` stood out as the main objective influence with 21 grabs, 9 captures, 12 returns, and an MVP score of 1374. Grimace made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 66 grabs, 41 pickups, 18 captures, 8 solos, 4 assists, 89 flag kills, 49 covers, 0 seals, 48 returns, 34 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 146 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: Grimace produced 5 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.
| 777 |
| 278 |
| 227 |
| 0 |
| 698 |
| 20.3 cm |
| 1.22 |
| 55% |
| 40% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 398 | 133 | 135 | 0 | 387 | - | 0.99 | 50% | 34% | 0:04 | |
| 217 | 94 | 143 | 1 | 312 | - | 0.66 | 39% | 31% | 0:04 | |
| Team Total | 615 | 227 | 278 | 1 | 699 | - | 0.82 | 45% | 33% | 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.
| 16 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 9 kills | |||||
| 3 | 8 kills | |||||
| 3 | 6 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 | 21 | 9 | 0 | 2 | 23 | 0/- | 740 | 19 | 16 | 10 | 0 | 12 | 2 | 1374 | |
| -- | Attacker | 15 | 4 | 3 | 3 | 13 | 0/- | 560 | 11 | 21 | 8 | 0 | 13 | 5 | 1243 | |
| -🇺🇸 | Attacker | 20 | 4 | 1 | 3 | 36 | 0/- | 400 | 4 | 3 | 12 | 0 | 16 | 4 | 1073 | |
| -🇺🇸 | Attacker | 10 | 1 | 0 | 0 | 17 | 0/- | 100 | 7 | 9 | 4 | 0 | 7 | 3 | 522 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 22 | 23 | 24 | 0 | Good connection | ||
| 25000 | 600 | 500Hz | 23 | 23 | 23 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 84 | 86 | 89 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 101 | 103 | 106 | 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 played a really good game here and your 2.98x rating shows it. Your grabs and running were a real strength, with 21 grabs turning into 9 caps and 2 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.12x. Your attacking play was strong, especially because you turned 15 grabs into 4 caps and 3 solos. 55% efficiency shows the fight selection was generally good. 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 | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 4 caps and 3 solos from 20 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.55x; treat it as a reset point, not a verdict on your ability. You carried real threat on attack, turning 10 grabs into 1 cap. I think survival was your main issue: 94-143 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. |