Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Sept 2025, 20:47
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 423 | 146 | 106 | 0 | 399 | 46.0 cm | 1.38 | 58% | 37% | 0:06 | |
| 346 | 123 | 112 | 0 | 353 | 36.0 cm | 1.10 | 52% | 36% | 0:05 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 11 | 6 | 2 | 5 kills | |||
| 20 | 8 | 3 | 4 kills | ||||
| 16 | 6 | 4 | 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-Misty between Red and Blue Team, ending 12-3 in favour of Red Team.
The opening breakthrough came at 1:27 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 12 of the 15 captures. Momentum changed hands 2 times as the scoreline developed. 9 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 10:41, with -cide- finishing for Red Team. That score set the closing shape of the match at 12-3.
-cide- stood out as the main objective influence with 21 grabs, 5 captures, 16 returns, and an MVP score of 1346. Broken_Soul made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 80 grabs, 30 pickups, 15 captures, 8 solos, 6 assists, 95 flag kills, 48 covers, 0 seals, 65 returns, 52 mid returns, 13 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 37% accuracy and 146 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 34 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 5 close-save returns, also known as deleting someone else's highlight clip.
| Team Total | 769 | 269 | 218 | 0 | 752 | 41.0 cm | 1.23 | 55% | 36% | 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 309 | 100 | 142 | 0 | 324 | 58.3 cm | 0.70 | 41% | 31% | 0:04 | |
| 299 | 118 | 127 | 0 | 342 | 13.5 cm | 0.93 | 48% | 35% | 0:05 | |
| Team Total | 608 | 218 | 269 | 0 | 666 | 35.9 cm | 0.81 | 45% | 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.
| 15 |
| 3 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 4 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 21 | 5 | 4 | 3 | 19 | 0/- | 564 | 13 | 21 | 15 | 0 | 16 | 4 | 1346 | |
| -🇬🇧 | Attacker | 21 | 7 | 2 | 3 | 20 | 0/- | 636 | 13 | 14 | 15 | 0 | 19 | 1 | 1262 | |
| -🇬🇧 | Attacker | 23 | 3 | 0 | 2 | 24 | 0/- | 300 | 4 | 5 | 10 | 0 | 11 | 3 | 775 | |
| -🇬🇧 | Attacker | 15 | 0 | 0 | 0 | 32 | 0/- | 0 | 0 | 8 | 12 | 0 | 19 | 5 | 768 |
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 | 23 | 24 | 25 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 9 | 10 | 10 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 13 | 14 | 16 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 2.29x rating shows it. Excellent flag running from you: 21 grabs became 5 caps and 3 solos. You fought efficiently: 146-106 with a 1.38 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 made a clear difference in this match and finished well above your normal level at 1.96x. You carried real threat on attack, turning 21 grabs into 7 caps and 3 solos. 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 should be happy with this one; your performance was well above your usual level at 1.44x. You kept looking for the flag with 15 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 100-142 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Godlike | Attacker | You played a really good game here and your 1.41x rating shows it. You carried real threat on attack, turning 23 grabs into 3 caps and 2 solos. 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. |