Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Nov 2025, 20:33
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 651 | 130 | 125 | 0 | 324 | 20.3 cm | 1.04 | 51% | 40% | 0:05 | |
| 577 | 139 | 101 | 0 | 342 | 13.5 cm | 1.38 | 58% | 41% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 68 | ||
| 70 | ||
| 69 |
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 56 | ||
| 60 | ||
| 45 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 9 | 5 | 3 | 5 kills | |||
| 21 | 4 | 2 | 5 kills | ||||
| 26 | 5 | 2 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 19-7 in favour of Red Team.
The opening breakthrough came at 0:24 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 19 of the 26 captures. The scoring pattern stayed relatively stable once the first lead was established. 14 captures were completed solo.
The final capture arrived at 10:53, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 19-7.
pho` stood out as the main objective influence with 30 grabs, 4 captures, 40 returns, and an MVP score of 2115. -cide- made the biggest clutch contribution, recording 19 close-save returns.
Objective ledger for the match: 141 grabs, 72 pickups, 26 captures, 11 solos, 12 assists, 185 flag kills, 48 covers, 0 seals, 113 returns, 62 mid returns, 51 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 59 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 19 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 1228 |
| 269 |
| 226 |
| 0 |
| 666 |
| 16.9 cm |
| 1.19 |
| 54% |
| 41% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 593 | 121 | 132 | 0 | 328 | 46.0 cm | 0.92 | 48% | 37% | 0:04 | |
| 402 | 105 | 137 | 0 | 292 | 36.0 cm | 0.77 | 43% | 36% | 0:04 | |
| Team Total | 995 | 226 | 269 | 0 | 620 | 41.0 cm | 0.84 | 46% | 36% | 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.
| 23 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 3 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 | 30 | 4 | 8 | 2 | 59 | 0/- | 872 | 11 | 19 | 23 | 0 | 40 | 14 | 2115 | |
| -🇬🇧 | Attacker | 43 | 15 | 2 | 6 | 38 | 0/- | 1028 | 24 | 12 | 17 | 0 | 20 | 6 | 1933 | |
| -🇩🇪 | Attacker | 42 | 5 | 2 | 3 | 49 | 0/- | 549 | 17 | 8 | 12 | 0 | 28 | 19 | 1769 | |
| -🇬🇧 |
| Attacker |
| 26 |
| 2 |
| 0 |
| 0 |
| 39 |
| 0/- |
| 151 |
| 20 |
| 9 |
| 10 |
| 0 |
| 25 |
| 12 |
| 1312 |
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 | 15 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 14 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 25 | 25 | 26 | 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 2.31x. You gave the enemy defence problems and backed it up with 4 caps and 2 solos from 30 grabs. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. 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 2.27x. You looked dangerous whenever you got the flag, and 43 grabs led to 15 caps and 6 solos. You fought efficiently: 139-101 with a 1.38 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 | You were one of the players who shaped this match, finishing at 2.13x. You looked dangerous whenever you got the flag, and 42 grabs led to 5 caps and 3 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. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.45x. You looked dangerous whenever you got the flag, and 26 grabs led to 2 caps. I think survival was your main issue: 105-137 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. |