Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Aug 2026, 21:58
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 284 | 102 | 90 | 0 | 368 | 19.6 cm | 1.13 | 53% | 28% | 0:07 | |
| 211 | 51 | 119 | 0 | 194 | 58.3 cm | 0.43 | 30% | 26% | 0:05 | |
| Team Total | 495 | 153 | 209 | 0 | 562 | 39.0 cm | 0.73 | 42% | 27% | 0:13 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 72 | ||
| 30 | ||
| 25 | ||
| 26 |
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 82 | ||
| 32 | ||
| 37 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 9 | 1 | 3 kills | |||||
| 11 | 2 | 3 | 2 | 5 kills | |||
| 21 | 12 | 5 | 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-F_RIFK_66 between Red and Blue Team, ending 6-16 in favour of Blue Team.
The opening breakthrough came at 0:09 when O2 scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 22 captures. The scoring pattern stayed relatively stable once the first lead was established. 17 captures were completed solo.
The final capture arrived at 10:28, with O2 finishing for Blue Team. That score set the closing shape of the match at 6-16.
O2 stood out as the main objective influence with 29 grabs, 14 captures, 8 returns, and an MVP score of 1406. saxon made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 60 grabs, 27 pickups, 22 captures, 9 solos, 5 assists, 64 flag kills, 64 covers, 0 seals, 37 returns, 23 mid returns, 14 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 46% accuracy and 140 kills.
Banter read: O2 was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: saxon produced 5 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 388 | 140 | 97 | 0 | 307 | - | 1.44 | 59% | 46% | 0:06 | |
| 345 | 69 | 56 | 0 | 271 | - | 1.23 | 55% | 25% | 0:11 | |
| Team Total | 733 | 209 | 153 | 0 | 578 | - | 1.37 | 58% | 36% | 0:19 |
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.
| 6 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 12 kills | ||||
| 4 | 9 kills | |||||
| 4 | 6 kills | |||||
| 1 | 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 | 29 | 14 | 1 | 6 | 13 | 0/- | 1127 | 10 | 4 | 6 | 0 | 8 | 2 | 1406 | |
| -🇬🇧 | Attacker | 7 | 2 | 4 | 1 | 19 | 0/- | 473 | 3 | 37 | 5 | 0 | 10 | 5 | 1120 | |
| -🇭🇷 | Attacker | 4 | 2 | 0 | 1 | 19 | 0/- | 228 | 8 | 17 | 8 | 0 | 11 | 4 | 760 | |
| -🇬🇧 |
| Attacker |
| 20 |
| 4 |
| 0 |
| 1 |
| 13 |
| 0/- |
| 372 |
| 6 |
| 6 |
| 4 |
| 0 |
| 8 |
| 3 |
| 706 |
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 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 82 | 88 | 96 | 0 | Sawtooth variation | ||
| 30000 | - | - | 9 | 9 | 10 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 25 | 26 | 36 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Well played, this was a fantastic performance at 2.73x. Your attacking play was strong, especially because you turned 29 grabs into 14 caps and 6 solos. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 2.09x. Your attacking play was strong, especially because you turned 7 grabs into 2 caps and 1 solo. You fought efficiently: 140-97 with a 1.44 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.59x. Your attacking play was strong, especially because you turned 4 grabs into 2 caps and 1 solo. 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.23x. You carried real threat on attack, turning 20 grabs into 4 caps and 1 solo. I think survival was your main issue: 51-119 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. |