Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Dec 2025, 17:17
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 590 | 134 | 100 | 0 | 390 | 46.0 cm | 1.34 | 57% | 34% | 0:06 | |
| 425 | 113 | 112 | 0 | 429 | 36.0 cm | 1.01 | 50% | 37% | 0:05 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 75 | ||
| 61 | ||
| 52 |
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 65 | ||
| 41 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 9 | 5 | 1 | 5 kills | |||
| 18 | 6 | 4 | 2 | 5 kills | |||
| 14 | 7 | 2 | 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-SmallMountain between Red and Blue Team, ending 27-11 in favour of Red Team.
The opening breakthrough came at 0:09 when -cide- scored for Red Team. Red Team created more scoring chances, converting 27 of the 38 captures. The scoring pattern stayed relatively stable once the first lead was established. 29 captures were completed solo.
The final capture arrived at 10:15, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 27-11.
-cide- stood out as the main objective influence with 40 grabs, 16 captures, 24 returns, and an MVP score of 2427. -cide- anchored the recovery work with 24 total returns.
Objective ledger for the match: 121 grabs, 29 pickups, 38 captures, 22 solos, 9 assists, 111 flag kills, 64 covers, 0 seals, 82 returns, 82 mid returns, 0 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 37% accuracy and 113 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 49 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total | 1015 | 247 | 212 | 0 | 819 | 41.0 cm | 1.17 | 54% | 36% | 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 367 | 124 | 120 | 0 | 366 | - | 1.03 | 51% | 36% | 0:05 | |
| 356 | 88 | 127 | 0 | 406 | 58.3 cm | 0.69 | 41% | 29% | 0:05 | |
| Team Total | 723 | 212 | 247 | 0 | 772 | 58.3 cm | 0.86 | 46% | 33% | 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.
| 14 |
| 8 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 10 kills | ||||
| 7 | 9 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 | 40 | 16 | 6 | 13 | 31 | 0/- | 1947 | 9 | 7 | 24 | 0 | 24 | 0 | 2427 | |
| -🇬🇧 | Attacker | 25 | 11 | 2 | 5 | 23 | 0/- | 753 | 11 | 32 | 21 | 0 | 21 | 0 | 1516 | |
| -🇬🇧 | Attacker | 23 | 3 | 1 | 2 | 36 | 0/- | 603 | 6 | 13 | 21 | 0 | 21 | 0 | 1266 | |
| -🇬🇧 |
| Attacker |
| 33 |
| 8 |
| 0 |
| 2 |
| 21 |
| 0/- |
| 497 |
| 3 |
| 12 |
| 16 |
| 0 |
| 16 |
| 0 |
| 1147 |
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 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 22 | 23 | 25 | 0 | Minor variation | ||
| 30000 | - | - | 19 | 20 | 21 | 0 | Good connection | ||
| 30000 | - | - | 13 | 14 | 15 | 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 made a clear difference in this match and finished well above your normal level at 2.92x. You gave the enemy defence problems and backed it up with 16 caps and 13 solos from 40 grabs. You fought efficiently: 134-100 with a 1.34 K/D, and I think you played your role in the team well. 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 put together a top-level game here and finished at 1.98x. Very strong flag running: you made 25 grabs count with 11 caps and 5 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.59x. You gave the enemy defence problems and backed it up with 3 caps and 2 solos from 23 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. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.54x. You were dangerous with the flag: 33 grabs led to 8 caps and 2 solos. I think survival was your main issue: 88-127 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. |