Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Feb 2026, 22:00
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 301 | 182 | 176 | 5 | 831 | 46.0 cm | 1.03 | 51% | 27% | 0:15 |
| Team Total | 301 | 182 | 176 | 5 | 831 | 46.0 cm | 1.03 | 51% | 22% | 0:15 |
| Player | Score | Kills | Deaths | Suicides |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -cide- | _-=Pr3dazZz=- | 92 |
| -cide- | Broken_Soul | 90 |
| Killer | Victim | |
|---|---|---|
| _-=Pr3dazZz=- | -cide- | 113 |
| Broken_Soul | -cide- | 63 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 22 | 12 | 4 | 2 | 5 kills | ||
| _-=Pr3dazZz=- | 16 | 8 | 3 | 4 kills | |||
| Broken_Soul | 4 | 1 | 3 kills |
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Generated from the match events and player statistics.
A decisive game of 1v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 0-3 in favour of Blue Team.
The opening breakthrough came at 2:18 when Broken_Soul scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 6:17, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-3.
-cide- made the biggest clutch contribution, recording 2 close-save returns.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 34% accuracy and 113 kills.
Clutch desk: -cide- produced 2 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.
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| _-=Pr3dazZz=- | 179 | 113 | 92 | 1 | 379 | 36.0 cm | 1.23 | 55% | 34% | 0:07 |
| Broken_Soul | 122 | 63 | 90 | 3 | 345 | 58.3 cm | 0.70 | 40% | 23% | 0:07 |
| Team Total | 301 | 176 | 182 | 4 | 724 | 47.1 cm | 0.97 | 49% | 29% | 0:14 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| -cide- | 2 | 7 kills | ||||
| _-=Pr3dazZz=- | 4 kills | |||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 301 |
| - | _-=Pr3dazZz=- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 179 |
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 122 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 26 | 38 | 45 | 1 | Occasional lag spikes | |
| Broken_Soul | 30000 | - | - | 18 | 19 | 21 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 13 | 14 | 14 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | Great game, this was a really strong performance from you at 1.70x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| _-=Pr3dazZz=- | Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| Broken_Soul | Feeding | Attacker | You had a tough match at 0.67x, well below your usual level, but I think it is fixable. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |