Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Nov 2025, 18:40
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 500 | 249 | 213 | 0 | 726 | 46.0 cm | 1.17 | 54% | 34% | 0:17 | |
| 211 | 88 | 118 | 0 | 314 | 36.0 cm | 0.75 | 43% | 29% | 0:05 | |
| 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 |
|---|---|---|---|---|---|---|---|
| 16 | 5 | 1 | 2 | 5 kills | |||
| 30 | 12 | 10 | 3 | 5 kills | |||
| 16 | 7 | 4 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 2v3 Instagib CTF took place on CTF-AndAction-V between Red and Blue Team, ending 5-4 in favour of Red Team.
The opening breakthrough came at 0:50 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 5 of the 9 captures. Momentum changed hands 1 time as the scoreline developed. 4 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 11:20, with -cide- finishing for Red Team. That score set the closing shape of the match at 5-4.
-cide- stood out as the main objective influence with 28 grabs, 2 captures, 26 returns, and an MVP score of 791. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 77 grabs, 32 pickups, 9 captures, 2 solos, 7 assists, 100 flag kills, 54 covers, 5 seals, 68 returns, 0 mid returns, 7 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 115 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 38 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 2 close-save returns, also known as deleting someone else's highlight clip.
| 711 |
| 337 |
| 331 |
| 0 |
| 1040 |
| 41.0 cm |
| 1.02 |
| 50% |
| 33% |
| 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 253 | 115 | 112 | 0 | 301 | 13.5 cm | 1.03 | 51% | 39% | 0:06 | |
| 222 | 107 | 103 | 0 | 361 | - | 1.04 | 51% | 30% | 0:06 | |
| 216 | 109 | 122 | 0 | 363 | 20.3 cm | 0.89 | 47% | 30% | 0:05 | |
| Team Total | 691 | 331 | 337 | 0 | 1025 | 16.9 cm | 0.98 | 50% | 33% | 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.
| 16 |
| 6 |
| 2 |
| 1 |
| 5 kills |
| 16 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 11 kills | |||||
| 5 | 8 kills | |||||
| 1 | 6 kills | |||||
| 2 | 5 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 | 28 | 2 | 2 | 1 | 36 | 0/- | 0 | 10 | 24 | 0 | 0 | 26 | 1 | 791 | |
| -🇬🇧 | Attacker | 16 | 4 | 0 | 0 | 19 | 0/- | 0 | 8 | 7 | 0 | 0 | 12 | 1 | 451 | |
| -🇬🇧 | Attacker | 14 | 0 | 2 | 0 | 15 | 0/- | 0 | 4 | 7 | 0 | 0 | 10 | 2 | 420 | |
| -🇬🇧 |
| Attacker |
| 11 |
| 3 |
| 1 |
| 1 |
| 14 |
| 0/- |
| 0 |
| 6 |
| 5 |
| 0 |
| 0 |
| 8 |
| 2 |
| 419 |
| -🇳🇱 | Attacker | 8 | 0 | 2 | 0 | 16 | 0/- | 0 | 4 | 11 | 0 | 0 | 12 | 1 | 385 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 498 | 498Hz | 8 | 10 | 12 | 0 | Sawtooth variation | ||
| 25000 | 360 | 240Hz | 27 | 49 | 112 | 6 | Unstable spikes | ||
| 30000 | 238 | 238Hz | 14 | 16 | 19 | 0 | Sawtooth variation | ||
| 30000 | - | - | 21 | 22 | 23 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 22 | 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 | Well played, this was a fantastic performance at 2.63x. You ran the flag well and gave your team end product: 2 caps and 1 solo from 28 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.36x. You carried real threat on attack, turning 16 grabs into 4 caps. 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.28x. Your flag pressure was good with 8 grabs, and working closer with your team would make those grabs more dangerous. The support share was meaningful at 34%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.22x. You kept looking for the flag with 14 grabs; now the aim is cleaner routes and better timing with cover. 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 1.18x. You gave the enemy defence problems and backed it up with 3 caps and 1 solo from 11 grabs. I think survival was your main issue: 88-118 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. |