Unreal HeavenThe home of 2v2 and 3v3 iCTF27 Oct 2025, 19:32
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 178 | 127 | 110 | 0 | 384 | 46.0 cm | 1.15 | 54% | 33% | 0:06 |
| Zo-^ | 86 | 68 | 82 | 2 | 376 | - | 0.83 | 45% | 18% | 0:08 |
| Team Total | 264 | 195 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -cide- | pho` | 60 |
| -cide- | Broken_Soul | 67 |
| Zo-^ | pho` | 43 |
| Zo-^ | Broken_Soul | 25 |
| Killer | Victim | |
|---|---|---|
| pho` | -cide- | 60 |
| pho` | Zo-^ | 55 |
| Broken_Soul | -cide- | 50 |
| Broken_Soul | Zo-^ | 27 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 22 | 4 | 1 | 1 | 5 kills | ||
| -cide- | 16 | 11 | 4 | 1 | 5 kills | ||
| Zo-^ | 10 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 1-2 in favour of Blue Team.
The opening breakthrough came at 8:42 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 2 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 11:03, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-2.
pho` stood out as the main objective influence with 7 grabs, 2 captures, 3 returns, and an MVP score of 383. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 19 grabs, 2 pickups, 3 captures, 2 solos, 0 assists, 18 flag kills, 12 covers, 0 seals, 15 returns, 14 mid returns, 1 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 33% accuracy and 127 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 9 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: Zo-^ finished with 24 lama score from 68 kills and 22 objective actions, which is the stats page politely asking what the plan was.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 192 |
| 2 |
| 760 |
| 46.0 cm |
| 1.02 |
| 50% |
| 26% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 161 | 115 | 103 | 0 | 392 | 20.3 cm | 1.12 | 53% | 30% | 0:06 |
| Broken_SoulFB | 125 | 77 | 92 | 0 | 352 | 58.3 cm | 0.84 | 46% | 22% | 0:07 |
| Team Total | 286 | 192 | 195 | 0 | 744 | 39.3 cm | 0.98 | 50% | 26% | 0:13 |
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.
| 8 |
| 4 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 8 kills | ||||
| -cide- | 2 | 5 kills | ||||
| Zo-^ | 1 | 5 kills | ||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | pho` | Attacker | 7 | 2 | 0 | 2 | 3 | 0/- | 200 | 0 | 1 | 3 | 0 | 3 | 0 | 383 |
| - | -cide- | Attacker | 8 | 1 | 0 | 0 | 6 | 0/- | 100 | 1 | 0 | 3 | 0 | 4 | 1 | 344 |
| - | Broken_Soul | Attacker | 4 | 0 | 0 | 0 | 5 | 0/- | 0 | 1 | 9 | 4 | 0 | 4 | 0 | 225 |
| - | Zo-^ | Defender | 0 | 0 | 0 | 0 | 0 | 4/1 | 0 | 0 | 2 | 4 | 0 | 4 | 0 | 160 |
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 | 24 | 24 | 25 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 53 | 54 | 56 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 12 | 14 | 15 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 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 | You should be happy with this one; your performance was well above your usual level at 1.32x. You carried real threat on attack, turning 8 grabs into 1 cap. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| pho` | Dominating | Attacker | You gave your team more than expected here and finished at 1.18x. Your flag work was one of your best areas, with 7 grabs producing 2 caps and 2 solos. 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Zo-^ | Stable | Defender | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. You helped keep the score under control with 4 mid returns. The volume of fights was there, but 18% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Broken_Soul | Stable | Attacker | You were close to your usual level at 0.95x, with room to turn steady play into a bigger influence. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. The volume of fights was there, but 22% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |