Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Nov 2026, 00:36
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 290 | 105 | 103 | 0 | 350 | - | 1.02 | 50% | 31% | 0:06 | |
| 287 | 131 | 112 | 0 | 332 | 20.3 cm | 1.17 | 54% | 39% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 53 | ||
| 61 | ||
| 70 |
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 74 | ||
| 51 | ||
| 38 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 6 | 2 | 2 | 5 kills | |||
| 19 | 7 | 5 | 4 kills | ||||
| 16 | 8 | 1 | 4 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-Hunter-v3 between Red and Blue Team, ending 11-4 in favour of Red Team.
The opening breakthrough came at 0:20 when newut scored for Blue Team. Red Team created more scoring chances, converting 11 of the 15 captures. Momentum changed hands 1 time as the scoreline developed. 10 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 10:16, with pho` finishing for Red Team. That score set the closing shape of the match at 11-4.
dupthegodless stood out as the main objective influence with 19 grabs, 7 captures, 10 returns, and an MVP score of 1065. Grimace made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 53 grabs, 18 pickups, 15 captures, 8 solos, 5 assists, 56 flag kills, 34 covers, 0 seals, 38 returns, 37 mid returns, 1 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 39% accuracy and 131 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: Grimace produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 577 |
| 236 |
| 215 |
| 0 |
| 682 |
| 20.3 cm |
| 1.10 |
| 52% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 248 | 126 | 113 | 0 | 384 | - | 1.12 | 53% | 34% | 0:05 | |
| 212 | 89 | 123 | 0 | 302 | - | 0.72 | 42% | 30% | 0:05 | |
| Team Total | 460 | 215 | 236 | 0 | 686 | - | 0.91 | 48% | 32% | 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.
| 15 |
| 1 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 3 | 6 kills | |||||
| 3 | 6 kills | |||||
| 1 | 5 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 | 19 | 7 | 2 | 4 | 11 | 0/- | 641 | 7 | 11 | 10 | 0 | 10 | 0 | 1065 | |
| -🇬🇧 | Attacker | 13 | 4 | 2 | 2 | 13 | 0/- | 459 | 4 | 13 | 7 | 0 | 7 | 0 | 894 | |
| -🇺🇸 | Attacker | 8 | 3 | 1 | 2 | 13 | 0/- | 300 | 4 | 4 | 11 | 0 | 11 | 0 | 702 | |
| -- |
| Attacker |
| 13 |
| 1 |
| 0 |
| 0 |
| 19 |
| 0/- |
| 100 |
| 3 |
| 6 |
| 9 |
| 0 |
| 10 |
| 1 |
| 486 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 999 | 0Hz | 86 | 87 | 88 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 85 | 88 | 91 | 0 | Minor variation | ||
| 30000 | 600 | 500Hz | 16 | 16 | 16 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Great game, this was a really strong performance from you at 2.56x. Your attacking play was strong, especially because you turned 13 grabs into 4 caps and 2 solos. 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. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.25x. You looked dangerous whenever you got the flag, and 19 grabs led to 7 caps and 4 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. | |
| Stable | Attacker | I think you had a steady game at 0.93x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 8 grabs into 3 caps and 2 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.71x; treat it as a reset point, not a verdict on your ability. Your attacking runs had purpose, with 13 grabs leading to 1 cap. I think survival was your main issue: 89-123 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |