Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Aug 2025, 01:28
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 508 | 117 | 111 | 0 | 381 | - | 1.05 | 51% | 31% | 0:05 | |
| 461 | 107 | 121 | 0 | 319 | 13.5 cm | 0.88 | 47% | 34% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 54 | ||
| 63 | ||
| 60 | ||
| 47 |
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 55 | ||
| 60 | ||
| 66 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 7 | 3 | 1 | 5 kills | |||
| 19 | 7 | 1 | 4 kills | ||||
| 15 | 11 | 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-SmallMountain between Red and Blue Team, ending 25-17 in favour of Red Team.
The opening breakthrough came at 0:08 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 25 of the 42 captures. Momentum changed hands 3 times as the scoreline developed. 28 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 10:57, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 25-17.
macz^ stood out as the main objective influence with 48 grabs, 16 captures, 18 returns, and an MVP score of 2489. Broken_Soul anchored the recovery work with 30 total returns.
Objective ledger for the match: 144 grabs, 38 pickups, 42 captures, 20 solos, 14 assists, 140 flag kills, 51 covers, 0 seals, 102 returns, 102 mid returns, 0 clutch returns, and 0 cherry picks.
Broken_Soul supplied the sharpest shooting numbers, finishing with 36% accuracy and 106 kills.
Banter read: macz^ did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 969 |
| 224 |
| 232 |
| 0 |
| 700 |
| 13.5 cm |
| 0.97 |
| 49% |
| 32% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 541 | 106 | 114 | 0 | 292 | 58.3 cm | 0.93 | 48% | 36% | 0:05 | |
| 401 | 126 | 110 | 0 | 386 | - | 1.15 | 53% | 33% | 0:05 | |
| Team Total | 942 | 232 | 224 | 0 | 678 | 58.3 cm | 1.04 | 51% | 34% | 0:12 |
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.
| 17 |
| 4 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 2 | 5 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 | 48 | 16 | 3 | 6 | 28 | 0/- | 1738 | 13 | 17 | 18 | 0 | 18 | 0 | 2489 | |
| -🇬🇧 | Attacker | 44 | 13 | 2 | 9 | 41 | 0/- | 1343 | 9 | 5 | 30 | 0 | 30 | 0 | 2153 | |
| -🇬🇧 | Attacker | 35 | 9 | 6 | 3 | 33 | 0/- | 762 | 8 | 13 | 26 | 0 | 26 | 0 | 1789 | |
| -🇩🇪 |
| Attacker |
| 17 |
| 4 |
| 3 |
| 2 |
| 38 |
| 0/- |
| 357 |
| 8 |
| 16 |
| 28 |
| 0 |
| 28 |
| 0 |
| 1227 |
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 | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 19 | 21 | 23 | 0 | Minor variation | ||
| 30000 | - | - | 13 | 15 | 16 | 0 | Minor variation | ||
| 30000 | - | - | 29 | 30 | 32 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.46x. You ran the flag well and gave your team end product: 16 caps and 6 solos from 48 grabs. 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 | You made a clear difference in this match and finished well above your normal level at 2.38x. Your attacking play was strong, especially because you turned 44 grabs into 13 caps and 9 solos. 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 | You had a huge game and played well above your usual level at 1.89x. Very strong flag running: you made 35 grabs count with 9 caps and 3 solos. 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 1.48x. Very strong flag running: you made 17 grabs count with 4 caps and 2 solos. 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. |