Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Jul 2025, 19:22
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 256 | 122 | 165 | 0 | 318 | 36.0 cm | 0.74 | 43% | 40% | 0:03 | |
| 204 | 101 | 155 | 0 | 345 | 58.3 cm | 0.65 | 39% | 29% | 0:04 | |
| Team Total | 460 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 16 | 5 | 7 | 5 kills | |||
| 17 | 13 | 4 | 1 | 5 kills | |||
| 17 | 11 | 1 | 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 0-8 in favour of Blue Team.
The opening breakthrough came at 0:30 when (FT)Swat scored for Blue Team. Blue Team created more scoring chances, converting 8 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:29, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 0-8.
(FT)Swat stood out as the main objective influence with 13 grabs, 3 captures, 14 returns, and an MVP score of 999. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 53 grabs, 35 pickups, 8 captures, 3 solos, 3 assists, 78 flag kills, 34 covers, 0 seals, 43 returns, 36 mid returns, 7 clutch returns, and 0 cherry picks.
(FT)Swat supplied the sharpest shooting numbers, finishing with 47% accuracy and 186 kills.
Banter read: (FT)Swat had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: _-=Pr3dazZz=- produced 2 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.
| 223 |
| 320 |
| 0 |
| 663 |
| 47.1 cm |
| 0.70 |
| 41% |
| 34% |
| 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 381 | 186 | 116 | 0 | 410 | - | 1.60 | 62% | 47% | 0:05 | |
| 305 | 134 | 107 | 0 | 401 | 13.5 cm | 1.25 | 56% | 35% | 0:06 | |
| Team Total | 686 | 320 | 223 | 0 | 811 | 13.5 cm | 1.43 | 59% | 41% | 0:12 |
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.
| 21 |
| 3 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 8 kills | |||||
| 3 | 6 kills | |||||
| 4 kills | ||||||
| 4 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 | 13 | 3 | 2 | 1 | 19 | 0/- | 415 | 10 | 21 | 12 | 0 | 14 | 1 | 999 | |
| -🇬🇧 | Attacker | 17 | 5 | 1 | 2 | 14 | 0/- | 385 | 14 | 10 | 7 | 0 | 8 | 2 | 920 | |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 25 | 0/- | 0 | 7 | 3 | 7 | 0 | 10 | 2 | 431 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 0 |
| 0 |
| 0 |
| 20 |
| 0/- |
| 0 |
| 4 |
| 0 |
| 10 |
| 0 |
| 11 |
| 2 |
| 419 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 35000 | - | - | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 47 | 48 | 49 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 13 | 15 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.78x. Your attacking play was strong, especially because you turned 13 grabs into 3 caps and 1 solo. You fought efficiently: 186-116 with a 1.60 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 1.77x. You ran the flag well and gave your team end product: 5 caps and 2 solos from 17 grabs. You fought efficiently: 134-107 with a 1.25 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.13x. You created plenty of starts with 10 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 122-165 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Stable | Attacker | You played around your normal level at 1.07x, so your focus should be small improvements rather than a full reset. You created plenty of starts with 13 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 101-155 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |