Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Nov 2025, 20:22
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 355 | 144 | 130 | 0 | 381 | 13.5 cm | 1.11 | 53% | 41% | 0:05 | |
| 301 | 138 | 136 | 0 | 387 | - | 1.01 | 50% | 36% | 0:04 | |
| Team Total | 656 | 282 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 83 | ||
| 79 | ||
| 59 |
| Killer | Victim | |
|---|---|---|
| 93 | ||
| 81 | ||
| 37 | ||
| 55 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 9 | 4 | 8 | 5 kills | |||
| 24 | 2 | 5 | 3 | 5 kills | |||
| 25 | 4 | 4 | 4 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 6-7 in favour of Blue Team.
The opening breakthrough came at 2:43 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:52, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 6-7.
pho` stood out as the main objective influence with 18 grabs, 1 capture, 16 returns, and an MVP score of 1122. _-=Pr3dazZz=- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 64 grabs, 29 pickups, 13 captures, 5 solos, 8 assists, 80 flag kills, 45 covers, 0 seals, 50 returns, 41 mid returns, 9 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 46% accuracy and 174 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: _-=Pr3dazZz=- produced 3 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 266 |
| 0 |
| 768 |
| 13.5 cm |
| 1.06 |
| 51% |
| 39% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 380 | 174 | 140 | 0 | 380 | 20.3 cm | 1.24 | 55% | 46% | 0:04 | |
| 238 | 92 | 142 | 0 | 327 | 36.0 cm | 0.65 | 39% | 28% | 0:04 | |
| Team Total | 618 | 266 | 282 | 0 | 707 | 28.1 cm | 0.94 | 49% | 38% | 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.
| 15 |
| 2 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 8 kills | |||||
| 3 | 7 kills | |||||
| 3 | 6 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 | 18 | 1 | 5 | 1 | 23 | 0/- | 408 | 9 | 16 | 12 | 0 | 16 | 3 | 1122 | |
| -🇬🇧 | Attacker | 16 | 3 | 2 | 2 | 25 | 0/- | 366 | 4 | 8 | 13 | 0 | 16 | 2 | 989 | |
| -🇬🇧 | Attacker | 13 | 3 | 1 | 1 | 24 | 0/- | 234 | 4 | 9 | 11 | 0 | 11 | 1 | 718 | |
| -🇬🇧 |
| Attacker |
| 17 |
| 6 |
| 0 |
| 1 |
| 8 |
| 0/- |
| 292 |
| 12 |
| 12 |
| 5 |
| 0 |
| 7 |
| 3 |
| 694 |
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 | 19 | 21 | 24 | 0 | Rhythmic fluctuation | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 8 | 10 | 12 | 0 | Sawtooth variation |
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 1.91x. Your grabs and running were a real strength, with 18 grabs turning into 1 cap and 1 solo. Aim was a real positive at 46% 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 | You played a really good game here and your 1.83x rating shows it. You carried real threat on attack, turning 16 grabs into 3 caps and 2 solos. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.54x. You carried real threat on attack, turning 13 grabs into 3 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.31x. Your attacking play was strong, especially because you turned 17 grabs into 6 caps and 1 solo. I think survival was your main issue: 92-142 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. |