Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Apr 2026, 22:08
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 380 | 95 | 59 | 0 | 282 | - | 1.61 | 62% | 35% | 0:11 | |
| 322 | 66 | 70 | 0 | 202 | - | 0.94 | 49% | 33% | 0:09 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 4 | 3 | 3 | 5 kills | |||
| 11 | 1 | 3 kills | |||||
| 15 | 4 | 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-F_RIFK_66 between Red and Blue Team, ending 12-10 in favour of Red Team.
The opening breakthrough came at 0:15 when {Black_Mage}` scored for Blue Team. Red Team created more scoring chances, converting 12 of the 22 captures. Momentum changed hands 3 times as the scoreline developed. 19 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 10:42, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 12-10.
-uh.StarzZz`- stood out as the main objective influence with 24 grabs, 7 captures, 17 returns, and an MVP score of 1525. aMpEnergy made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 82 grabs, 30 pickups, 22 captures, 6 solos, 3 assists, 89 flag kills, 20 covers, 0 seals, 58 returns, 38 mid returns, 20 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 38% accuracy and 124 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: aMpEnergy produced 6 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.
| 702 |
| 161 |
| 129 |
| 0 |
| 484 |
| - |
| 1.25 |
| 56% |
| 34% |
| 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 427 | 124 | 76 | 0 | 341 | 13.5 cm | 1.63 | 62% | 38% | 0:08 | |
| 114 | 5 | 85 | 0 | 74 | - | 0.06 | 6% | 7% | 0:07 | |
| Team Total | 541 | 129 | 161 | 0 | 415 | 13.5 cm | 0.80 | 44% | 33% | 0:17 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 5 | 1 | 14 kills | ||||
| 2 | 9 kills | |||||
| 3 | 6 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 | 24 | 7 | 0 | 1 | 33 | 0/- | 715 | 11 | 8 | 10 | 0 | 17 | 5 | 1525 | |
| -🇺🇸 | Attacker | 16 | 4 | 2 | 1 | 29 | 0/- | 505 | 8 | 10 | 18 | 0 | 25 | 6 | 1299 | |
| -🇬🇧 | Attacker | 17 | 8 | 1 | 3 | 24 | 0/- | 695 | 7 | 0 | 10 | 0 | 13 | 4 | 1289 | |
| -🇧🇪 |
| Attacker |
| 25 |
| 3 |
| 0 |
| 1 |
| 3 |
| 0/- |
| 285 |
| 4 |
| 2 |
| 0 |
| 0 |
| 3 |
| 5 |
| 607 |
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 | - | - | 18 | 19 | 19 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 101 | 104 | 106 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 9 | 10 | 10 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 27 | 31 | 33 | 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 | You had a huge game and played well above your usual level at 2.37x. You gave the enemy defence problems and backed it up with 4 caps and 1 solo from 16 grabs. You fought efficiently: 95-59 with a 1.61 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 played a really good game here and your 2.22x rating shows it. You gave the enemy defence problems and backed it up with 7 caps and 1 solo from 24 grabs. You fought efficiently: 124-76 with a 1.63 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 played a really good game here and your 1.90x rating shows it. Very strong flag running: you made 17 grabs count with 8 caps and 3 solos. You did make some good returns, and those stops helped your team stay in the game. 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 | I think you had a steady game at 1.06x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 25 grabs into 3 caps and 1 solo. I think survival was your main issue: 5-85 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. |