Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Apr 2026, 02:45
Lajosgradska
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 328 | 136 | 88 | 0 | 330 | 20.3 cm | 1.55 | 61% | 41% | 0:07 | |
| 246 | 96 | 93 | 0 | 317 | 58.3 cm | 1.03 | 51% | 30% | 0:07 | |
| Team Total | 574 | 232 | 181 | 0 | 647 | 39.3 cm | 1.28 | 56% | 36% | 0:14 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 66 | ||
| 45 | ||
| 51 |
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 71 | ||
| 17 | ||
| 22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 8 | 4 | 2 | 5 kills | |||
| 11 | 3 | 2 | 1 | 5 kills | |||
| 14 | 8 | 1 | 5 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-Revamp2 between Red and Blue Team, ending 7-2 in favour of Red Team.
The opening breakthrough came at 0:35 when pho` scored for Red Team. Red Team created more scoring chances, converting 7 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:19, with pho` finishing for Red Team. That score set the closing shape of the match at 7-2.
pho` stood out as the main objective influence with 16 grabs, 6 captures, 18 returns, and an MVP score of 945. -uh.StarzZz`- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 60 grabs, 28 pickups, 9 captures, 4 solos, 4 assists, 79 flag kills, 31 covers, 0 seals, 43 returns, 36 mid returns, 7 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 136 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: -uh.StarzZz`- produced 3 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 335 | 142 | 115 | 0 | 348 | 13.5 cm | 1.23 | 55% | 41% | 0:05 | |
| 117 | 39 | 117 | 0 | 161 | - | 0.33 | 25% | 24% | 0:05 | |
| Team Total | 452 | 181 | 232 | 0 | 509 | 13.5 cm | 0.78 | 44% | 36% | 0:12 |
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.
| 3 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 2 | 8 kills | |||||
| 7 | 6 kills | |||||
| 2 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 | 16 | 6 | 0 | 2 | 23 | 0/- | 347 | 12 | 11 | 16 | 0 | 18 | 1 | 945 | |
| -🇬🇧 | Attacker | 15 | 2 | 0 | 1 | 35 | 0/- | 200 | 5 | 2 | 9 | 0 | 14 | 3 | 786 | |
| -🇬🇧 | Attacker | 16 | 1 | 3 | 1 | 11 | 0/- | 353 | 8 | 16 | 6 | 0 | 6 | 1 | 753 | |
| -🇸🇪 | Attacker | 13 | 0 | 1 | 0 | 10 | 0/- | 0 | 3 | 2 | 5 | 0 | 5 | 2 | 257 |
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 | - | - | 20 | 22 | 25 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 20 | 21 | 22 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 17 | 17 | 0 | Good connection | ||
| 25000 | 295 | 143Hz | 30 | 30 | 30 | 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 | I think this was one of your stronger performances, coming in at 1.92x. You were dangerous with the flag: 16 grabs led to 6 caps and 2 solos. You fought efficiently: 136-88 with a 1.55 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 | Great game, this was a really strong performance from you at 1.77x. Excellent flag running from you: 15 grabs became 2 caps and 1 solo. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.61x. You carried real threat on attack, turning 16 grabs into 1 cap and 1 solo. The support share was meaningful at 33%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You dipped below your usual level at 0.83x, but I think there are clear areas you can tighten next match. You were active on attack with 13 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 39-117 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. |