Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Oct 2026, 18:22
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 303 | 135 | 119 | 0 | 335 | 36.0 cm | 1.13 | 53% | 41% | 0:05 | |
| 275 | 115 | 149 | 0 | 306 | 20.3 cm | 0.77 | 44% | 38% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 65 | ||
| 54 | ||
| 61 |
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 71 | ||
| 57 | ||
| 78 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 6 | 4 | 2 | 5 kills | |||
| 11 | 8 | 6 | 2 | 5 kills | |||
| 12 | 9 | 3 | 3 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 5-1 in favour of Red Team.
The opening breakthrough came at 1:31 when =oZ`Locomot!Ve= scored for Blue Team. Red Team created more scoring chances, converting 5 of the 6 captures. Momentum changed hands 1 time as the scoreline developed. 3 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 10:12, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 5-1.
_-=Pr3dazZz=- stood out as the main objective influence with 13 grabs, 2 captures, 14 returns, and an MVP score of 904. =oZ`Locomot!Ve= made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 54 grabs, 27 pickups, 6 captures, 2 solos, 3 assists, 75 flag kills, 26 covers, 0 seals, 45 returns, 28 mid returns, 17 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 41% accuracy and 135 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: =oZ`Locomot!Ve= produced 6 close-save returns, also known as deleting someone else's highlight clip.
| 578 |
| 250 |
| 268 |
| 0 |
| 641 |
| 28.1 cm |
| 0.93 |
| 48% |
| 39% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 292 | 133 | 124 | 0 | 353 | - | 1.07 | 52% | 38% | 0:05 | |
| 244 | 135 | 126 | 0 | 430 | 19.6 cm | 1.07 | 52% | 31% | 0:05 | |
| Team Total | 536 | 268 | 250 | 0 | 783 | 19.6 cm | 1.07 | 52% | 34% | 0:10 |
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.
| 21 |
| 5 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 13 | 2 | 1 | 0 | 16 | 0/- | 270 | 11 | 10 | 10 | 0 | 14 | 4 | 904 | |
| -🇬🇧 | Attacker | 12 | 3 | 2 | 1 | 17 | 0/- | 230 | 11 | 4 | 9 | 0 | 13 | 4 | 776 | |
| -🇭🇺 | Attacker | 14 | 1 | 0 | 1 | 23 | 0/- | 100 | 4 | 5 | 4 | 0 | 11 | 6 | 644 | |
| -🇭🇷 | Attacker | 15 | 0 | 0 | 0 | 19 | 0/- | 0 | 1 | 7 | 5 | 0 | 7 | 3 | 439 |
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 | 498 | 498Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 23 | 23 | 0 | Good connection | ||
| 25000 | 1337 | 0Hz | 48 | 54 | 103 | 0 | Bumpy connection | ||
| 25000 | 250 | 144Hz | 77 | 83 | 112 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 2.39x. Very strong flag running: you made 12 grabs count with 3 caps and 1 solo. I think survival was your main issue: 115-149 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You had a positive match and your 1.15x rating backs that up. Very strong flag running: you made 13 grabs count with 2 caps. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. Very strong flag running: you made 14 grabs count with 1 cap and 1 solo. 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. | |
| Struggling | Attacker | You were below your usual level at 0.79x, so cleaner decisions and timing will matter most for you. You were active on attack with 15 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |