Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Sept 2025, 21:49
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 696 | 219 | 146 | 0 | 836 | 46.0 cm | 1.50 | 60% | 28% | 0:18 | |
| Team Total | 696 | 219 | 146 | 0 | 836 | 46.0 cm | 1.50 | 60% | 27% | 0:18 |
| Player | Score | Kills | Deaths |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 33 | 11 | 3 | 1 | 5 kills | |||
| 17 | 9 | 3 | 3 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 12-1 in favour of Red Team.
The opening breakthrough came at 1:37 when -cide- scored for Red Team. Red Team created more scoring chances, converting 12 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 9:30, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 12-1.
-cide- made the biggest clutch contribution, recording 4 close-save returns.
localhero supplied the sharpest shooting numbers, finishing with 35% accuracy and 144 kills.
Clutch desk: -cide- produced 4 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.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 362 | 144 | 118 | 0 | 465 | - | 1.22 | 55% | 35% | 0:05 | |
| 25 | 2 | 101 | 0 | 22 | - | 0.02 | 2% | 9% | 0:06 | |
| Team Total | 387 | 146 | 219 | 0 | 487 | - | 0.67 | 40% | 34% | 0:13 |
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.
| 11 kills |
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 696 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 362 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 25 |
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 | 360 | 240Hz | 17 | 21 | 25 | 0 | Sawtooth variation | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 0 | 123Hz | 9 | 11 | 13 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Well played, this was a fantastic performance at 2.79x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 219-146 with a 1.50 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.60x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Defender | This was a hard outing for you at 0.03x; treat it as a reset point, not a verdict on your ability. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. I think survival was your main issue: 2-101 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |