Unreal HeavenThe home of 2v2 and 3v3 iCTF18 May 2026, 01:47
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 474 | 173 | 82 | 0 | 309 | - | 2.11 | 68% | 56% | 0:08 | |
| 276 | 98 | 86 | 0 | 288 | - | 1.14 | 53% | 35% | 0:07 | |
| Team Total | 750 | 271 | 168 | 0 | 597 | - | 1.61 | 62% | 46% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 83 | ||
| 90 | ||
| 55 | ||
| 43 |
| Killer | Victim | |
|---|---|---|
| 31 | ||
| 34 | ||
| 51 | ||
| 52 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 27 | 12 | 4 | 5 | 5 kills | |||
| 14 | 6 | 2 | 1 | 5 kills | |||
| 16 | 7 | 1 | 4 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 14-3 in favour of Red Team.
The opening breakthrough came at 0:23 when saxon scored for Red Team. Red Team created more scoring chances, converting 14 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 8:55, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 14-3.
saxon stood out as the main objective influence with 22 grabs, 10 captures, 12 returns, and an MVP score of 1429. Broken_Soul made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 63 grabs, 27 pickups, 17 captures, 12 solos, 4 assists, 72 flag kills, 44 covers, 0 seals, 44 returns, 28 mid returns, 16 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 56% accuracy and 173 kills.
Banter read: saxon was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: Broken_Soul produced 6 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.
| 0:16 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 245 | 65 | 138 | 0 | 219 | 58.3 cm | 0.47 | 32% | 30% | 0:04 | |
| 235 | 103 | 133 | 0 | 270 | 13.5 cm | 0.77 | 44% | 39% | 0:04 | |
| Team Total | 480 | 168 | 271 | 0 | 489 | 35.9 cm | 0.62 | 38% | 35% | 0:10 |
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 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 1 | 1 | 15 kills | |||
| 5 | 8 kills | |||||
| 2 | 5 kills | |||||
| 2 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 | 22 | 10 | 1 | 7 | 25 | 0/- | 902 | 9 | 13 | 8 | 0 | 12 | 3 | 1429 | |
| -🇵🇱 | Attacker | 17 | 4 | 3 | 3 | 9 | 0/- | 498 | 4 | 20 | 4 | 0 | 7 | 4 | 914 | |
| -🇬🇧 | Attacker | 13 | 3 | 0 | 2 | 16 | 0/- | 267 | 10 | 2 | 8 | 0 | 14 | 6 | 770 | |
| -🇬🇧 | Attacker | 11 | 0 | 0 | 0 | 22 | 0/- | 33 | 4 | 9 | 8 | 0 | 11 | 3 | 557 |
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 | 600 | 500Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 37 | 38 | 40 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 15 | 15 | 16 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 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 | You should be happy with this one; your performance was well above your usual level at 3.12x. Your attacking play was strong, especially because you turned 22 grabs into 10 caps and 7 solos. You fought efficiently: 173-82 with a 2.11 K/D, and I think you played your role in the team well. 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 | Great game, this was a really strong performance from you at 1.64x. Excellent flag running from you: 17 grabs became 4 caps and 3 solos. 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 | You played a really good game here and your 1.39x rating shows it. Very strong flag running: you made 13 grabs count with 3 caps and 2 solos. I think survival was your main issue: 65-138 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | You played around your normal level at 1.09x, so your focus should be small improvements rather than a full reset. You were active on attack with 11 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 103-133 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. |