Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Sept 2025, 18:57
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 546 | 111 | 100 | 0 | 275 | - | 1.11 | 53% | 40% | 0:06 | |
| Team Total | 546 | 111 | 100 | 0 | 275 | - | 1.11 | 53% | 40% | 0:07 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 111 |
| Killer | Victim | |
|---|---|---|
| 100 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 1 | 1 | 5 kills | ||||
| 16 | 2 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 13-12 in favour of Red Team.
The opening breakthrough came at 0:08 when BoSS~VanZke scored for Blue Team. Red Team created more scoring chances, converting 13 of the 25 captures. Momentum changed hands 3 times as the scoreline developed. 25 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 10:10, with BoSS~LoSaH finishing for Red Team on a solo run. That score set the closing shape of the match at 13-12.
BoSS~LoSaH made the biggest clutch contribution, recording 9 close-save returns.
BoSS~LoSaH supplied the sharpest shooting numbers, finishing with 40% accuracy and 111 kills.
Clutch desk: BoSS~LoSaH produced 9 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.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 546 | |
| -🇧🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 546 |
| 546 |
| 100 |
| 111 |
| 0 |
| 305 |
| - |
| 0.90 |
| 47% |
| 33% |
| 0:05 |
| Team Total | 546 | 100 | 111 | 0 | 305 | - | 0.90 | 47% | 33% | 0:06 |
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 kills |
| 2 | 8 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 1.72x rating shows it. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.62x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
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 | - | - | 27 | 30 | 34 | 0 | Bumpy connection | ||
| 30000 | - | - | 29 | 32 | 37 | 0 | Rhythmic fluctuation |