Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Nov 2025, 22:43
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 226 | 108 | 112 | 0 | 361 | 36.0 cm | 0.96 | 49% | 31% | 0:05 | |
| 221 | 93 | 106 | 0 | 337 | 46.0 cm | 0.88 | 47% | 28% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 49 | ||
| 46 | ||
| 47 |
| Killer | Victim | |
|---|---|---|
| 74 | ||
| 70 | ||
| 38 | ||
| 36 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 9 | 5 | 3 | 5 kills | |||
| 11 | 4 | 1 | 4 kills | ||||
| 7 | 6 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 4-6 in favour of Blue Team.
The opening breakthrough came at 0:17 when _-=Pr3dazZz=- scored for Red Team. Blue Team created more scoring chances, converting 6 of the 10 captures. Momentum changed hands 3 times as the scoreline developed. 6 captures were completed solo.
Blue 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 9:52, with Yotaka finishing for Blue Team. That score set the closing shape of the match at 4-6.
Vu3k stood out as the main objective influence with 17 grabs, 4 captures, 9 returns, and an MVP score of 864. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 48 grabs, 23 pickups, 10 captures, 5 solos, 4 assists, 61 flag kills, 33 covers, 0 seals, 36 returns, 30 mid returns, 6 clutch returns, and 0 cherry picks.
Yotaka supplied the sharpest shooting numbers, finishing with 32% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| 447 |
| 201 |
| 218 |
| 0 |
| 698 |
| 41.0 cm |
| 0.92 |
| 48% |
| 29% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 295 | 144 | 105 | 0 | 451 | - | 1.37 | 58% | 32% | 0:06 | |
| 224 | 74 | 96 | 0 | 330 | - | 0.77 | 44% | 23% | 0:06 | |
| Team Total | 519 | 218 | 201 | 0 | 781 | - | 1.08 | 52% | 28% | 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.
| 19 |
| 3 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 8 kills | |||||
| 3 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 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 | 17 | 4 | 1 | 2 | 10 | 0/- | 499 | 8 | 3 | 8 | 0 | 9 | 2 | 864 | |
| -🇩🇪 | Attacker | 14 | 3 | 1 | 2 | 10 | 0/- | 316 | 7 | 5 | 5 | 0 | 8 | 3 | 693 | |
| -🇩🇪 | Attacker | 6 | 2 | 1 | 1 | 23 | 0/- | 101 | 3 | 15 | 10 | 0 | 11 | 0 | 615 | |
| -🇬🇧 | Attacker | 11 | 1 | 1 | 0 | 18 | 0/- | 84 | 5 | 10 | 7 | 0 | 8 | 1 | 472 |
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 | 24 | 26 | 27 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 8 | 8 | 9 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 33 | 39 | 59 | 2 | Occasional lag spikes | ||
| 30000 | - | - | 35 | 38 | 44 | 0 | Variable ping |
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 1.87x. You carried real threat on attack, turning 17 grabs into 4 caps and 2 solos. I think survival was your main issue: 74-96 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. | |
| Godlike | Attacker | You played a really good game here and your 1.61x rating shows it. Your attacking play was strong, especially because you turned 6 grabs into 2 caps and 1 solo. You fought efficiently: 144-105 with a 1.37 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 | Great game, this was a really strong performance from you at 1.47x. You ran the flag well and gave your team end product: 3 caps and 2 solos from 14 grabs. 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 played a really good game here and your 1.27x rating shows it. You ran the flag well and gave your team end product: 1 cap from 11 grabs. 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. |