Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Apr 2026, 11:43
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 146 | 67 | 76 | 2 | 241 | - | 0.88 | 46% | 30% | 0:08 | |
| 98 | 57 | 70 | 0 | 198 | - | 0.81 | 45% | 29% | 0:12 | |
| Team Total | 244 | 124 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 6 | 2 | 2 | 1 | 5 kills | |||
| 13 | 6 | 4 | 4 kills | ||||
| 9 | 5 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v4 Instagib CTF took place on CTF-AndAction-V between Red and Blue Team, ending 2-8 in favour of Blue Team.
The opening breakthrough came at 0:18 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 10 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 7:17, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-8.
-uh.StarzZz`- stood out as the main objective influence with 9 grabs, 5 captures, 10 returns, and an MVP score of 515. -uh.StarzZz`- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 50 grabs, 44 pickups, 10 captures, 3 solos, 10 assists, 83 flag kills, 34 covers, 1 seals, 40 returns, 0 mid returns, 2 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 91 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 18 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 2 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.
| 146 |
| 2 |
| 439 |
| - |
| 0.85 |
| 46% |
| 30% |
| 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 272 | 91 | 64 | 1 | 249 | 13.5 cm | 1.42 | 58% | 40% | 0:12 | |
| 171 | 68 | 67 | 0 | 224 | - | 1.01 | 50% | 30% | 0:12 | |
| 163 | 73 | 64 | 1 | 218 | 46.0 cm | 1.14 | 53% | 33% | 0:11 | |
| 138 | 51 | 66 | 0 | 240 | 58.3 cm | 0.77 | 44% | 25% | 0:16 | |
| Team Total | 744 | 283 | 261 | 2 | 931 | 39.3 cm | 1.08 | 52% | 32% | 0:52 |
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.
| 10 |
| 3 |
| 2 |
| 1 |
| 5 kills |
| 10 | 1 | 1 | 4 kills |
| 10 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 6 kills | |||||
| 2 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 9 | 5 | 3 | 2 | 19 | 0/- | 0 | 11 | 10 | 0 | 0 | 10 | 2 | 515 | |
| -🇭🇺 | Attacker | 10 | 1 | 4 | 0 | 15 | 0/- | 0 | 5 | 7 | 0 | 0 | 9 | 0 | 328 | |
| -🇩🇪 | Attacker | 10 | 2 | 0 | 1 | 13 | 0/- | 0 | 8 | 3 | 0 | 0 | 3 | 0 | 282 | |
| -🇬🇧 |
| Attacker |
| 7 |
| 0 |
| 0 |
| 0 |
| 16 |
| 0/- |
| 0 |
| 5 |
| 5 |
| 0 |
| 0 |
| 9 |
| 0 |
| 236 |
| -🇬🇧 | Attacker | 5 | 2 | 2 | 0 | 11 | 0/- | 0 | 6 | 6 | 0 | 0 | 5 | 0 | 205 |
| -🇺🇸 | Attacker | 9 | 0 | 1 | 0 | 9 | 0/- | 0 | 9 | 3 | 0 | 0 | 4 | 0 | 177 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 11 | 12 | 14 | 0 | Minor variation | ||
| 25000 | 9999 | 360Hz | 97 | 98 | 100 | 0 | Good connection | ||
| 20000 | - | - | 15 | 35 | 101 | 1 | Occasional lag spikes | ||
| 30000 | 360 | 240Hz | 30 | 31 | 32 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 10 | 10 | 11 | 0 | Good connection | ||
| 20000 | - | - | 43 | 45 | 45 | 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 1.88x. Very strong flag running: you made 9 grabs count with 5 caps and 2 solos. You fought efficiently: 91-64 with a 1.42 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.17x. You were dangerous with the flag: 10 grabs led to 1 cap. 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.15x. Your attacking play was strong, especially because you turned 10 grabs into 2 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | I think you had a steady game at 1.02x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 5 grabs into 2 caps. I think survival was your main issue: 51-66 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. | |
| Stable | Attacker | You played around your normal level at 0.94x, so your focus should be small improvements rather than a full reset. 7 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. You created plenty of starts with 9 grabs; now try to turn more of them into pickups, covers, or caps. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |