Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Oct 2025, 23:58
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_SoulFB | 188 | 105 | 87 | 0 | 340 | 58.3 cm | 1.21 | 55% | 31% | 0:07 |
| Team Total | 188 | 105 | 87 | 0 | 340 | 58.3 cm | 1.21 | 55% | 31% | 0:08 |
| Player | Score | Kills | Deaths |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Broken_Soul | _-=Pr3dazZz=- | 105 |
| Killer | Victim | |
|---|---|---|
| _-=Pr3dazZz=- | Broken_Soul | 87 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Broken_Soul | 14 | 4 | 1 | 1 | 5 kills | ||
| _-=Pr3dazZz=- | 8 | 4 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Broken_Soul | 4 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 3-1 in favour of Red Team.
The opening breakthrough came at 1:06 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 3 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:19, with _-=Pr3dazZz=- finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-1.
Broken_Soul made the biggest clutch contribution, recording 2 close-save returns.
Broken_Soul supplied the sharpest shooting numbers, finishing with 31% accuracy and 105 kills.
Lama watch: _-=Pr3dazZz=- finished with 17 lama score from 87 kills and 35 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| _-=Pr3dazZz=- | 110 | 87 | 105 | 0 | 305 | 36.0 cm | 0.83 | 45% | 29% | 0:06 |
| Team Total | 110 | 87 | 105 | 0 | 305 | 36.0 cm | 0.83 | 45% | 29% | 0:06 |
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.
| 9 kills |
| _-=Pr3dazZz=- | 2 | 6 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 188 |
| - | _-=Pr3dazZz=- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 110 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 35000 | - | - | 13 | 14 | 16 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 9 | 10 | 10 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Broken_Soul | Godlike | Attacker | Well played, this was a fantastic performance at 1.26x. 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. |
| _-=Pr3dazZz=- | Struggling | Attacker | You had a quieter game than normal at 0.76x; I think the useful part is that your improvement target is visible. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |