Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Dec 2025, 22:15
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 651 | 131 | 110 | 0 | 362 | 46.0 cm | 1.19 | 54% | 36% | 0:05 | |
| 596 | 108 | 97 | 0 | 328 | - | 1.11 | 53% | 33% | 0:06 | |
| Team Total | 1247 | 239 | 207 | 0 | 690 | 46.0 cm | 1.15 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 26 | 1 | 2 | 3 | 5 kills | |||
| 13 | 8 | 1 | 4 kills | ||||
| 25 | 5 | 1 | 4 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 32-17 in favour of Red Team.
The opening breakthrough came at 0:17 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 32 of the 49 captures. Momentum changed hands 1 time as the scoreline developed. 34 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 10:55, with Poison_Arr0w finishing for Red Team on a solo run. That score set the closing shape of the match at 32-17.
-cide- stood out as the main objective influence with 34 grabs, 16 captures, 37 returns, and an MVP score of 2425. -cide- anchored the recovery work with 37 total returns.
Objective ledger for the match: 156 grabs, 46 pickups, 49 captures, 24 solos, 15 assists, 153 flag kills, 66 covers, 0 seals, 106 returns, 106 mid returns, 0 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 36% accuracy and 131 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 50 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 54% |
| 35% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 461 | 112 | 121 | 0 | 320 | 13.5 cm | 0.93 | 48% | 36% | 0:05 | |
| 415 | 95 | 118 | 0 | 299 | 58.3 cm | 0.81 | 45% | 32% | 0:05 | |
| Team Total | 876 | 207 | 239 | 0 | 619 | 35.9 cm | 0.87 | 46% | 34% | 0:11 |
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.
| 14 |
| 2 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 34 | 16 | 3 | 5 | 50 | 0/- | 1411 | 16 | 26 | 37 | 0 | 37 | 0 | 2425 | |
| -🇧🇪 | Attacker | 44 | 16 | 9 | 8 | 31 | 0/- | 1789 | 10 | 15 | 23 | 0 | 23 | 0 | 2413 | |
| -🇬🇧 | Attacker | 44 | 10 | 2 | 9 | 33 | 0/- | 1146 | 9 | 15 | 22 | 0 | 22 | 0 | 1933 | |
| -🇬🇧 |
| Attacker |
| 34 |
| 7 |
| 1 |
| 2 |
| 39 |
| 0/- |
| 554 |
| 11 |
| 10 |
| 24 |
| 0 |
| 24 |
| 0 |
| 1328 |
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 | 360 | 240Hz | 22 | 24 | 25 | 0 | Minor variation | ||
| 30000 | - | - | 18 | 19 | 20 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Minor variation | ||
| 30000 | - | - | 13 | 14 | 16 | 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 2.57x. You looked dangerous whenever you got the flag, and 34 grabs led to 16 caps and 5 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You played a really good game here and your 2.49x rating shows it. You gave the enemy defence problems and backed it up with 16 caps and 8 solos from 44 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.89x. Your attacking runs had purpose, with 44 grabs leading to 10 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 | Well played, this was a fantastic performance at 1.53x. You ran the flag well and gave your team end product: 7 caps and 2 solos from 34 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. |