Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Apr 2026, 12:59
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 674 | 144 | 111 | 0 | 358 | 46.0 cm | 1.30 | 56% | 40% | 0:05 | |
| 449 | 93 | 111 | 0 | 318 | 58.3 cm | 0.84 | 46% | 29% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 3 | 2 | 3 | 5 kills | |||
| 26 | 4 | 5 | 2 | 5 kills | |||
| 15 | 3 | 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-SmallMountain between Red and Blue Team, ending 28-14 in favour of Red Team.
The opening breakthrough came at 0:06 when -cide- scored for Red Team. Red Team created more scoring chances, converting 28 of the 42 captures. The scoring pattern stayed relatively stable once the first lead was established. 28 captures were completed solo.
The final capture arrived at 10:53, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 28-14.
-cide- stood out as the main objective influence with 34 grabs, 18 captures, 38 returns, and an MVP score of 2397. -cide- anchored the recovery work with 38 total returns.
Objective ledger for the match: 136 grabs, 37 pickups, 42 captures, 19 solos, 14 assists, 131 flag kills, 57 covers, 0 seals, 94 returns, 94 mid returns, 0 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 40% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 48 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Aim complaint: -cide- hit 40% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 1123 |
| 237 |
| 222 |
| 0 |
| 676 |
| 52.1 cm |
| 1.07 |
| 52% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 450 | 102 | 112 | 0 | 326 | - | 0.91 | 48% | 32% | 0:05 | |
| 312 | 120 | 125 | 0 | 308 | - | 0.96 | 49% | 39% | 0:05 | |
| Team Total | 762 | 222 | 237 | 0 | 634 | - | 0.94 | 48% | 35% | 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.
| 13 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 3 | 6 kills | |||||
| 2 | 6 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 | 34 | 18 | 4 | 8 | 47 | 0/- | 1507 | 14 | 19 | 38 | 0 | 38 | 0 | 2397 | |
| -🇬🇧 | Attacker | 32 | 10 | 6 | 5 | 24 | 0/- | 1293 | 8 | 21 | 18 | 0 | 18 | 0 | 1930 | |
| -🇬🇧 | Attacker | 35 | 12 | 0 | 6 | 36 | 0/- | 1163 | 12 | 4 | 23 | 0 | 23 | 0 | 1855 | |
| -🇳🇱 | Attacker | 35 | 2 | 4 | 0 | 24 | 0/- | 237 | 3 | 13 | 15 | 0 | 15 | 0 | 859 |
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 | - | - | 21 | 23 | 24 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 26 | 27 | 27 | 0 | Good connection | ||
| 20000 | - | - | 10 | 10 | 10 | 0 | Good connection | ||
| 25000 | 999 | 0Hz | 16 | 17 | 19 | 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 put together a top-level game here and finished at 2.94x. Excellent flag running from you: 34 grabs became 18 caps and 8 solos. You fought efficiently: 144-111 with a 1.30 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 2.12x. You carried real threat on attack, turning 32 grabs into 10 caps and 5 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 2.03x. Your attacking play was strong, especially because you turned 35 grabs into 12 caps and 6 solos. 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 | I think this was a good step up from your normal game, with a 1.21x rating. Your attacking runs had purpose, with 35 grabs leading to 2 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. |