Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Dec 2025, 19:39
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 216 | 113 | 125 | 0 | 349 | 46.0 cm | 0.90 | 47% | 32% | 0:05 | |
| 166 | 71 | 134 | 0 | 319 | 58.3 cm | 0.53 | 35% | 22% | 0:04 | |
| Team Total | 382 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 57 | ||
| 56 | ||
| 42 | ||
| 29 |
| Killer | Victim | |
|---|---|---|
| 69 | ||
| 67 | ||
| 56 | ||
| 67 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 7 | 2 | 1 | 5 kills | |||
| 20 | 6 | 1 | 4 | 5 kills | |||
| 24 | 7 | 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-Hunter-v3 between Red and Blue Team, ending 2-13 in favour of Blue Team.
The opening breakthrough came at 0:55 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 13 of the 15 captures. Momentum changed hands 2 times as the scoreline developed. 11 captures were completed solo.
Blue 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 9:27, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 2-13.
-uh.StarzZz`- stood out as the main objective influence with 19 grabs, 8 captures, 12 returns, and an MVP score of 1165. -uh.StarzZz`- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 56 grabs, 18 pickups, 15 captures, 6 solos, 4 assists, 59 flag kills, 35 covers, 0 seals, 40 returns, 35 mid returns, 5 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 136 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 19 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 4 close-save returns, also known as deleting someone else's highlight clip.
| 184 |
| 259 |
| 0 |
| 668 |
| 52.1 cm |
| 0.71 |
| 42% |
| 28% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 381 | 136 | 99 | 0 | 343 | 13.5 cm | 1.37 | 58% | 40% | 0:06 | |
| 302 | 123 | 85 | 0 | 355 | - | 1.45 | 59% | 35% | 0:07 | |
| Team Total | 683 | 259 | 184 | 0 | 698 | 13.5 cm | 1.41 | 58% | 37% | 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.
| 9 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 1 | 10 kills | ||||
| 4 | 8 kills | |||||
| 1 | 5 kills | |||||
| 4 kills |
Blue 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 | 19 | 8 | 2 | 3 | 18 | 0/- | 624 | 7 | 12 | 9 | 0 | 12 | 4 | 1165 | |
| -🇬🇧 | Attacker | 12 | 5 | 2 | 3 | 13 | 0/- | 676 | 3 | 14 | 9 | 0 | 10 | 0 | 1018 | |
| -🇬🇧 | Attacker | 16 | 1 | 0 | 0 | 14 | 0/- | 100 | 3 | 5 | 9 | 0 | 10 | 1 | 488 | |
| -🇬🇧 | Attacker | 9 | 1 | 0 | 0 | 14 | 0/- | 100 | 5 | 4 | 8 | 0 | 8 | 0 | 383 |
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 | - | - | 13 | 14 | 16 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 27 | 28 | 29 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 21 | 0 | Sawtooth variation | ||
| 30000 | - | - | 19 | 20 | 22 | 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 should be happy with this one; your performance was well above your usual level at 2.28x. You gave the enemy defence problems and backed it up with 8 caps and 3 solos from 19 grabs. You fought efficiently: 136-99 with a 1.37 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 had a huge game and played well above your usual level at 1.98x. Your attacking runs had purpose, with 12 grabs leading to 5 caps and 3 solos. You fought efficiently: 123-85 with a 1.45 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.17x rating. You looked dangerous whenever you got the flag, and 16 grabs led to 1 cap. 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.88x, but I think there are clear areas you can tighten next match. You carried real threat on attack, turning 9 grabs into 1 cap. I think survival was your main issue: 71-134 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |