Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Jun 2026, 01:25
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 307 | 167 | 79 | 0 | 296 | - | 2.11 | 68% | 56% | 0:08 | |
| 122 | 50 | 94 | 0 | 217 | - | 0.53 | 35% | 25% | 0:06 | |
| Team Total | 429 | 217 | 173 | 0 | 513 | - | 1.25 | 56% | 43% | 0:15 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 81 | ||
| 86 | ||
| 28 | ||
| 22 |
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 65 | ||
| 27 | ||
| 29 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 10 | 5 | 4 | 5 kills | |||
| 6 | 2 | 3 kills | |||||
| 23 | 2 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-2v2-Crate between Red and Blue Team, ending 6-2 in favour of Red Team.
The opening breakthrough came at 0:37 when saxon scored for Red Team. Red Team created more scoring chances, converting 6 of the 8 captures. Momentum changed hands 2 times as the scoreline developed. 6 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 9:03, with saxon finishing for Red Team on a solo run. That score set the closing shape of the match at 6-2.
saxon stood out as the main objective influence with 16 grabs, 3 captures, 9 returns, and an MVP score of 776. pho` made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 48 grabs, 17 pickups, 8 captures, 2 solos, 2 assists, 56 flag kills, 15 covers, 0 seals, 38 returns, 34 mid returns, 4 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 56% accuracy and 167 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: pho` produced 2 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 265 | 117 | 109 | 0 | 273 | 20.3 cm | 1.07 | 52% | 43% | 0:06 | |
| 150 | 56 | 108 | 0 | 219 | 58.3 cm | 0.52 | 34% | 27% | 0:06 | |
| Team Total | 415 | 173 | 217 | 0 | 492 | 39.3 cm | 0.80 | 44% | 36% | 0:12 |
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.
| 6 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 10 | 1 | 10 kills | ||||
| 1 | 5 kills | |||||
| 4 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 | 16 | 3 | 1 | 1 | 15 | 0/- | 304 | 4 | 5 | 8 | 0 | 9 | 2 | 776 | |
| -🇬🇧 | Attacker | 11 | 1 | 1 | 1 | 23 | 0/- | 147 | 2 | 3 | 13 | 0 | 15 | 2 | 686 | |
| -🇺🇸 | Attacker | 15 | 3 | 0 | 0 | 3 | 0/- | 296 | 9 | 6 | 3 | 0 | 4 | 0 | 480 | |
| -🇬🇧 | Attacker | 6 | 1 | 0 | 0 | 15 | 0/- | 53 | 2 | 1 | 10 | 0 | 10 | 0 | 374 |
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 | 290 | 0Hz | 102 | 102 | 103 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 22 | 22 | 23 | 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 had a huge game and played well above your usual level at 2.17x. You carried real threat on attack, turning 16 grabs into 3 caps and 1 solo. You fought efficiently: 167-79 with a 2.11 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 put together a top-level game here and finished at 1.59x. Your attacking runs had purpose, with 11 grabs leading to 1 cap and 1 solo. Aim was a real positive at 43% 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. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.14x. Very strong flag running: you made 15 grabs count with 3 caps. I think survival was your main issue: 50-94 means you died too often before you could put enough pressure on the enemy or help your team objective. 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 0.99x; one or two stronger moments would lift it nicely. Your attacking play was strong, especially because you turned 6 grabs into 1 cap. I think survival was your main issue: 56-108 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. |