Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Jun 2026, 21:07
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 342 | 146 | 146 | 0 | 382 | - | 1.00 | 50% | 38% | 0:04 | |
| 125 | 28 | 159 | 0 | 138 | - | 0.18 | 15% | 20% | 0:04 | |
| Team Total | 467 | 174 | 305 | 0 | 520 | - | 0.57 | 36% | 33% | 0:09 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 64 | ||
| 82 | ||
| 15 | ||
| 13 |
| Killer | Victim | |
|---|---|---|
| 87 | ||
| 111 | ||
| 59 | ||
| 48 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 20 | 6 | 6 | 5 kills | |||
| 16 | 10 | 6 | 2 | 5 kills | |||
| 13 | 5 | 2 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 2-12 in favour of Blue Team.
The opening breakthrough came at 1:54 when -uh.Pr3DazZz scored for Blue Team. Blue Team created more scoring chances, converting 12 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:19, with -uh.Pr3DazZz finishing for Blue Team. That score set the closing shape of the match at 2-12.
saxon stood out as the main objective influence with 7 grabs, 5 captures, 13 returns, and an MVP score of 1168. -uh.Pr3DazZz made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 56 grabs, 37 pickups, 14 captures, 1 solos, 9 assists, 79 flag kills, 48 covers, 0 seals, 41 returns, 27 mid returns, 14 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 47% accuracy and 198 kills.
Banter read: saxon had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.Pr3DazZz produced 7 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 440 | 198 | 79 | 0 | 418 | - | 2.51 | 71% | 47% | 0:08 | |
| 338 | 107 | 95 | 0 | 336 | - | 1.13 | 53% | 32% | 0:06 | |
| Team Total | 778 | 305 | 174 | 0 | 754 | - | 1.75 | 64% | 41% | 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.
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 13 | 1 | 11 kills | ||||
| 1 | 7 kills | |||||
| 4 | 6 kills | |||||
| 2 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 | 7 | 5 | 4 | 0 | 24 | 0/- | 528 | 9 | 27 | 8 | 0 | 13 | 1 | 1168 | |
| -🇬🇧 | Attacker | 23 | 7 | 4 | 0 | 11 | 0/- | 672 | 17 | 10 | 8 | 0 | 11 | 7 | 1111 | |
| -🇬🇧 | Attacker | 11 | 0 | 1 | 0 | 39 | 0/- | 61 | 6 | 8 | 6 | 0 | 10 | 1 | 546 | |
| -🇬🇧 |
| Attacker |
| 15 |
| 2 |
| 0 |
| 1 |
| 5 |
| 0/- |
| 139 |
| 5 |
| 3 |
| 5 |
| 0 |
| 7 |
| 5 |
| 491 |
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 | 0 | 123Hz | 10 | 11 | 12 | 0 | Good connection | ||
| 30000 | - | - | 9 | 13 | 15 | 0 | Sawtooth variation | ||
| 30000 | 600 | 500Hz | 10 | 10 | 10 | 0 | Good connection | ||
| 30000 | - | - | 17 | 18 | 18 | 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 2.55x. You gave the enemy defence problems and backed it up with 5 caps from 7 grabs. You fought efficiently: 198-79 with a 2.51 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 should be happy with this one; your performance was well above your usual level at 2.13x. Very strong flag running: you made 23 grabs count with 7 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.37x. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 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. | |
| Stable | Attacker | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 15 grabs leading to 2 caps and 1 solo. I think survival was your main issue: 28-159 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. |