Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Dec 2025, 17:55
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 652 | 151 | 85 | 0 | 352 | 13.5 cm | 1.78 | 64% | 43% | 0:07 | |
| 576 | 130 | 97 | 0 | 316 | - | 1.34 | 57% | 41% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 69 | ||
| 82 | ||
| 69 | ||
| 61 |
| Killer | Victim | |
|---|---|---|
| 48 | ||
| 51 | ||
| 37 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 10 | 2 | 3 | 5 kills | |||
| 26 | 7 | 3 | 1 | 5 kills | |||
| 9 | 5 | 4 | 4 kills | ||||
Loading player feedback...
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 30-10 in favour of Red Team.
The opening breakthrough came at 0:22 when localhero scored for Red Team. Red Team created more scoring chances, converting 30 of the 40 captures. The scoring pattern stayed relatively stable once the first lead was established. 32 captures were completed solo.
The final capture arrived at 10:56, with -cide- finishing for Blue Team. That score set the closing shape of the match at 30-10.
localhero stood out as the main objective influence with 38 grabs, 14 captures, 27 returns, and an MVP score of 2388. localhero anchored the recovery work with 27 total returns.
Objective ledger for the match: 135 grabs, 37 pickups, 40 captures, 18 solos, 8 assists, 132 flag kills, 79 covers, 0 seals, 94 returns, 94 mid returns, 0 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 151 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 51 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Aim complaint: -uh.StarzZz`- hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 1228 |
| 281 |
| 182 |
| 0 |
| 668 |
| 13.5 cm |
| 1.54 |
| 61% |
| 42% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 394 | 99 | 138 | 0 | 311 | 46.0 cm | 0.72 | 42% | 32% | 0:04 | |
| 303 | 83 | 143 | 0 | 276 | - | 0.58 | 37% | 30% | 0:04 | |
| Team Total | 697 | 182 | 281 | 0 | 587 | 46.0 cm | 0.65 | 39% | 31% | 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.
| 5 |
| 6 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 8 kills | |||||
| 5 | 7 kills | |||||
| 4 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 | 38 | 14 | 3 | 3 | 35 | 0/- | 1665 | 10 | 21 | 27 | 0 | 27 | 0 | 2388 | |
| -🇬🇧 | Attacker | 34 | 16 | 3 | 8 | 35 | 0/- | 1335 | 10 | 40 | 26 | 0 | 26 | 0 | 2237 | |
| -🇩🇪 | Attacker | 38 | 8 | 0 | 5 | 35 | 0/- | 702 | 13 | 8 | 23 | 0 | 23 | 0 | 1354 | |
| -🇬🇧 | Attacker | 25 | 2 | 2 | 2 | 27 | 0/- | 298 | 4 | 10 | 18 | 0 | 18 | 0 | 886 |
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 | 238 | 238Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | - | - | 19 | 21 | 22 | 0 | Minor variation | ||
| 30000 | - | - | 15 | 21 | 52 | 3 | Unstable spikes | ||
| 30000 | 360 | 240Hz | 115 | 119 | 122 | 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 | You were one of the players who shaped this match, finishing at 2.70x. Very strong flag running: you made 34 grabs count with 16 caps and 8 solos. You fought efficiently: 151-85 with a 1.78 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 2.59x. Very strong flag running: you made 38 grabs count with 14 caps and 3 solos. You fought efficiently: 130-97 with a 1.34 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.67x. Very strong flag running: you made 38 grabs count with 8 caps and 5 solos. I think survival was your main issue: 99-138 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. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.17x. You gave the enemy defence problems and backed it up with 2 caps and 2 solos from 25 grabs. I think survival was your main issue: 83-143 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |