Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Jan 2026, 00:35
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 483 | 108 | 107 | 0 | 328 | 58.3 cm | 1.01 | 50% | 34% | 0:06 | |
| 253 | 62 | 92 | 0 | 407 | 46.0 cm | 0.67 | 40% | 15% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 56 | ||
| 36 | ||
| 26 |
| Killer | Victim | |
|---|---|---|
| 91 | ||
| 80 | ||
| 16 | ||
| 12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 13 | 4 | 6 | 5 kills | |||
| 5 | 2 | 1 | 4 kills | ||||
| 22 | 4 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 8-16 in favour of Blue Team.
The opening breakthrough came at 0:11 when {Black_Mage}` scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 24 captures. The scoring pattern stayed relatively stable once the first lead was established. 15 captures were completed solo.
The final capture arrived at 10:56, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-16.
pho` stood out as the main objective influence with 32 grabs, 12 captures, 36 returns, and an MVP score of 2286. Broken_Soul made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 109 grabs, 48 pickups, 24 captures, 12 solos, 9 assists, 133 flag kills, 39 covers, 0 seals, 85 returns, 52 mid returns, 33 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 171 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 38 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 13 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.
| 736 |
| 170 |
| 199 |
| 0 |
| 735 |
| 52.1 cm |
| 0.85 |
| 46% |
| 24% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 658 | 171 | 88 | 0 | 388 | 20.3 cm | 1.94 | 66% | 44% | 0:07 | |
| 305 | 28 | 82 | 0 | 170 | - | 0.34 | 25% | 18% | 0:08 | |
| Team Total | 963 | 199 | 170 | 0 | 558 | 20.3 cm | 1.17 | 54% | 36% | 0:15 |
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.
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 9 kills | |||||
| 2 | 6 kills | |||||
| 2 | 5 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 | 32 | 12 | 1 | 5 | 59 | 0/- | 973 | 13 | 17 | 23 | 0 | 36 | 6 | 2286 | |
| -🇬🇧 | Attacker | 31 | 5 | 2 | 3 | 35 | 0/- | 556 | 13 | 4 | 18 | 0 | 27 | 13 | 1706 | |
| -🇧🇪 | Attacker | 23 | 4 | 6 | 3 | 15 | 0/- | 627 | 7 | 5 | 7 | 0 | 10 | 10 | 1333 | |
| -🇳🇱 |
| Attacker |
| 23 |
| 3 |
| 0 |
| 1 |
| 24 |
| 0/- |
| 244 |
| 15 |
| 13 |
| 4 |
| 0 |
| 12 |
| 4 |
| 738 |
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 | - | - | 28 | 28 | 29 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 24 | 27 | 34 | 0 | Bumpy connection | ||
| 25000 | 400 | 280Hz | 21 | 22 | 23 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 27 | 31 | 43 | 1 | Occasional lag spikes |
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 2.83x. You gave the enemy defence problems and backed it up with 12 caps and 5 solos from 32 grabs. You fought efficiently: 171-88 with a 1.94 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 were one of the players who shaped this match, finishing at 2.22x. You ran the flag well and gave your team end product: 5 caps and 3 solos from 31 grabs. 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 | You made a clear difference in this match and finished well above your normal level at 2.04x. Your attacking play was strong, especially because you turned 23 grabs into 4 caps and 3 solos. I think survival was your main issue: 28-82 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. | |
| Stable | Attacker | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. You were dangerous with the flag: 23 grabs led to 3 caps and 1 solo. I think survival was your main issue: 62-92 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. |