Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Jun 2026, 23:23
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 435 | 120 | 134 | 0 | 323 | 13.5 cm | 0.90 | 47% | 37% | 0:10 | |
| 271 | 79 | 138 | 0 | 269 | - | 0.57 | 36% | 29% | 0:05 | |
| Team Total | 706 | 199 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 62 | ||
| 36 | ||
| 43 |
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 96 | ||
| 54 | ||
| 42 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 12 | 7 | 4 | 5 kills | |||
| 10 | 3 | 2 | 4 kills | ||||
| 25 | 5 | 1 | 1 | 5 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 3-24 in favour of Blue Team.
The opening breakthrough came at 0:20 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 24 of the 27 captures. The scoring pattern stayed relatively stable once the first lead was established. 23 captures were completed solo.
The final capture arrived at 10:56, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-24.
saxon stood out as the main objective influence with 25 grabs, 11 captures, 28 returns, and an MVP score of 2331. -cide- made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 125 grabs, 52 pickups, 27 captures, 18 solos, 4 assists, 149 flag kills, 58 covers, 0 seals, 97 returns, 60 mid returns, 37 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 46% accuracy and 176 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 58 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| 272 |
| 0 |
| 592 |
| 13.5 cm |
| 0.73 |
| 42% |
| 34% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 671 | 176 | 94 | 0 | 383 | - | 1.87 | 65% | 46% | 0:07 | |
| 612 | 96 | 105 | 0 | 301 | 46.0 cm | 0.91 | 48% | 32% | 0:07 | |
| Team Total | 1283 | 272 | 199 | 0 | 684 | 46.0 cm | 1.37 | 58% | 40% | 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.
| 12 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 1 | 14 kills | ||||
| 2 | 6 kills | |||||
| 1 | 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 | 25 | 11 | 3 | 10 | 45 | 0/- | 1201 | 11 | 31 | 19 | 0 | 28 | 7 | 2331 | |
| -🇩🇪 | Attacker | 37 | 13 | 1 | 6 | 35 | 0/- | 1199 | 21 | 18 | 21 | 0 | 32 | 13 | 2217 | |
| -🇬🇧 | Attacker | 47 | 3 | 0 | 2 | 44 | 0/- | 300 | 14 | 3 | 12 | 0 | 20 | 9 | 1124 | |
| -🇨🇭 |
| Attacker |
| 16 |
| 0 |
| 0 |
| 0 |
| 25 |
| 0/- |
| 0 |
| 6 |
| 6 |
| 8 |
| 0 |
| 17 |
| 8 |
| 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 | - | - | 58 | 59 | 60 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 14 | 16 | 24 | 0 | Bumpy connection | ||
| 30000 | - | - | 9 | 9 | 9 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 22 | 24 | 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 | I think this was one of your stronger performances, coming in at 2.95x. You ran the flag well and gave your team end product: 11 caps and 10 solos from 25 grabs. You fought efficiently: 176-94 with a 1.87 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 had a huge game and played well above your usual level at 2.69x. You ran the flag well and gave your team end product: 13 caps and 6 solos from 37 grabs. 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 | Great game, this was a really strong performance from you at 1.57x. Your attacking runs had purpose, with 47 grabs leading to 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: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You played around your normal level at 1.09x, so your focus should be small improvements rather than a full reset. 16 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 79-138 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |