Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Jul 2026, 23:02
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 374 | 154 | 136 | 0 | 357 | 13.5 cm | 1.13 | 53% | 43% | 0:04 | |
| 283 | 91 | 135 | 0 | 322 | 82.4 cm | 0.67 | 40% | 28% | 0:04 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 79 | ||
| 75 | ||
| 37 | ||
| 54 |
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 79 | ||
| 65 | ||
| 56 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 7 | 8 | 3 | 5 kills | |||
| 22 | 7 | 6 | 2 | 5 kills | |||
| 19 | 10 | 2 | 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-Misty between Red and Blue Team, ending 4-7 in favour of Blue Team.
The opening breakthrough came at 0:38 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:15, with Broken_Soul finishing for Blue Team. That score set the closing shape of the match at 4-7.
pho` stood out as the main objective influence with 19 grabs, 4 captures, 10 returns, and an MVP score of 993. Stealth made the biggest clutch contribution, recording 9 close-save returns.
Objective ledger for the match: 61 grabs, 39 pickups, 11 captures, 3 solos, 5 assists, 88 flag kills, 35 covers, 0 seals, 48 returns, 29 mid returns, 19 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 154 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: Stealth produced 9 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.
| 657 |
| 245 |
| 271 |
| 0 |
| 679 |
| 48.0 cm |
| 0.90 |
| 47% |
| 36% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 330 | 150 | 116 | 0 | 354 | 20.3 cm | 1.29 | 56% | 42% | 0:05 | |
| 293 | 121 | 129 | 0 | 335 | 58.3 cm | 0.94 | 48% | 36% | 0:05 | |
| Team Total | 623 | 271 | 245 | 0 | 689 | 39.3 cm | 1.11 | 53% | 39% | 0:11 |
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 |
| 6 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 19 | 4 | 3 | 1 | 18 | 0/- | 451 | 9 | 8 | 7 | 0 | 10 | 3 | 993 | |
| -🇬🇧 | Attacker | 18 | 4 | 0 | 2 | 31 | 0/- | 334 | 13 | 9 | 10 | 0 | 12 | 2 | 930 | |
| -🇬🇧 | Attacker | 15 | 3 | 0 | 0 | 19 | 0/- | 249 | 16 | 9 | 8 | 0 | 13 | 5 | 869 | |
| -🇵🇹 | Attacker | 9 | 0 | 2 | 0 | 20 | 0/- | 66 | 1 | 9 | 4 | 0 | 13 | 9 | 708 |
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 | 238 | 238Hz | 16 | 17 | 18 | 0 | Good connection | ||
| 30000 | - | - | 48 | 48 | 48 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 22 | 23 | 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 1.85x. Your attacking play was strong, especially because you turned 18 grabs into 4 caps and 2 solos. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. 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 made a clear difference in this match and finished well above your normal level at 1.74x. Very strong flag running: you made 19 grabs count with 4 caps and 1 solo. You fought efficiently: 150-116 with a 1.29 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 | You put together a top-level game here and finished at 1.68x. 9 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: 91-135 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.68x. You looked dangerous whenever you got the flag, and 15 grabs led to 3 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. |