Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Oct 2025, 23:00
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 399 | 224 | 140 | 0 | 601 | - | 1.60 | 62% | 41% | 0:19 | |
| 139 | 68 | 93 | 0 | 246 | 58.3 cm | 0.73 | 42% | 31% | 0:07 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 27 | 8 | 7 | 2 | 5 kills | |||
| 13 | 3 | 2 | 4 kills | ||||
| 6 | 3 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-UH-Azure between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 4:20 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:29, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 4-0.
newut stood out as the main objective influence with 12 grabs, 1 capture, 16 returns, and an MVP score of 794. aMpEnergy made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 47 grabs, 30 pickups, 4 captures, 2 solos, 3 assists, 73 flag kills, 19 covers, 0 seals, 42 returns, 39 mid returns, 3 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 41% accuracy and 224 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: aMpEnergy produced 2 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.
| 538 |
| 292 |
| 233 |
| 0 |
| 847 |
| 58.3 cm |
| 1.25 |
| 56% |
| 37% |
| 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 224 | 101 | 96 | 0 | 293 | 20.3 cm | 1.05 | 51% | 34% | 0:06 | |
| 125 | 69 | 95 | 0 | 276 | - | 0.73 | 42% | 28% | 0:06 | |
| 105 | 63 | 101 | 0 | 244 | 13.5 cm | 0.62 | 38% | 31% | 0:06 | |
| Team Total | 454 | 233 | 292 | 0 | 813 | 16.9 cm | 0.80 | 44% | 31% | 0:21 |
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.
| 8 |
| 1 |
| 1 |
| 1 |
| 5 kills |
| 7 | 1 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 12 | 1 | 13 kills | ||||
| 3 | 8 kills | |||||
| 2 | 6 kills | |||||
| 1 | 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 | 12 | 1 | 3 | 1 | 25 | 0/- | 0 | 13 | 12 | 15 | 0 | 16 | 0 | 794 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 23/6 | 0 | 0 | 2 | 15 | 0 | 15 | 0 | 511 | |
| -🇬🇧 | Attacker | 15 | 3 | 0 | 1 | 5 | 0/- | 0 | 7 | 5 | 3 | 0 | 3 | 1 | 355 | |
| -🇺🇸 |
| Attacker |
| 6 |
| 0 |
| 0 |
| 0 |
| 10 |
| 0/- |
| 0 |
| 4 |
| 0 |
| 4 |
| 0 |
| 6 |
| 2 |
| 316 |
| -🇬🇧 | Attacker | 14 | 0 | 0 | 0 | 10 | 0/- | 0 | 6 | 0 | 2 | 0 | 2 | 0 | 218 |
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 | ||
| 30000 | 0 | 240Hz | 101 | 108 | 123 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 12 | 16 | 19 | 0 | Rhythmic fluctuation | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 103 | 104 | 106 | 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 | You made a clear difference in this match and finished well above your normal level at 2.51x. You were dangerous with the flag: 12 grabs led to 1 cap and 1 solo. You fought efficiently: 224-140 with a 1.60 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 | Defender | You should be happy with this one; your performance was well above your usual level at 1.29x. Your defensive timing was good: 15 mid returns cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Stable | Attacker | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. You ran the flag well and gave your team end product: 3 caps and 1 solo from 15 grabs. I think survival was your main issue: 68-93 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. | |
| Stable | Attacker | I think you had a steady game at 1.06x; one or two stronger moments would lift it nicely. You kept looking for the flag with 6 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 69-95 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Feeding | Attacker | You had a tough match at 0.65x, well below your usual level, but I think it is fixable. You were active on attack with 14 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 63-101 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |