Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Oct 2025, 13:48
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 628 | 154 | 121 | 0 | 350 | 20.3 cm | 1.27 | 56% | 44% | 0:05 | |
| 494 | 89 | 117 | 0 | 303 | 13.5 cm | 0.76 | 43% | 30% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 91 | ||
| 44 | ||
| 45 |
| Killer | Victim | |
|---|---|---|
| 81 | ||
| 65 | ||
| 40 | ||
| 52 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 13 | 5 | 3 | 5 kills | |||
| 21 | 7 | 10 | 1 | 5 kills | |||
| 8 | 5 | 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((Revamp)) between Red and Blue Team, ending 17-7 in favour of Red Team.
The opening breakthrough came at 0:18 when pho` scored for Red Team. Red Team created more scoring chances, converting 17 of the 24 captures. The scoring pattern stayed relatively stable once the first lead was established. 14 captures were completed solo.
The final capture arrived at 10:49, with =oZ`Mac= finishing for Blue Team on a solo run. That score set the closing shape of the match at 17-7.
-uh.StarzZz`- stood out as the main objective influence with 37 grabs, 7 captures, 16 returns, and an MVP score of 1922. Broken_Soul made the biggest clutch contribution, recording 17 close-save returns.
Objective ledger for the match: 134 grabs, 42 pickups, 24 captures, 12 solos, 9 assists, 150 flag kills, 50 covers, 0 seals, 108 returns, 56 mid returns, 52 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% 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: Broken_Soul produced 17 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.
| Team Total |
| 1122 |
| 243 |
| 238 |
| 0 |
| 653 |
| 16.9 cm |
| 1.02 |
| 51% |
| 38% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 484 | 146 | 107 | 0 | 406 | - | 1.36 | 58% | 36% | 0:06 | |
| 455 | 92 | 136 | 0 | 277 | 58.3 cm | 0.68 | 40% | 34% | 0:04 | |
| Team Total | 939 | 238 | 243 | 0 | 683 | 58.3 cm | 0.98 | 49% | 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.
| 15 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 9 kills | |||||
| 4 | 8 kills | |||||
| 1 | 7 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 | 37 | 7 | 5 | 4 | 20 | 0/- | 984 | 11 | 15 | 6 | 0 | 16 | 15 | 1922 | |
| -🇬🇧 | Attacker | 33 | 10 | 2 | 4 | 53 | 0/- | 716 | 14 | 16 | 24 | 0 | 40 | 11 | 1902 | |
| -🇭🇺 | Attacker | 36 | 5 | 1 | 4 | 41 | 0/- | 545 | 4 | 8 | 14 | 0 | 26 | 9 | 1458 | |
| -🇬🇧 | Attacker | 28 | 2 | 1 | 0 | 36 | 0/- | 155 | 13 | 11 | 12 | 0 | 26 | 17 | 1456 |
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 | 11 | 13 | 16 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 14 | 14 | 14 | 0 | Good connection | ||
| 35000 | - | - | 12 | 14 | 20 | 0 | Bumpy connection | ||
| 30000 | - | - | 39 | 39 | 39 | 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 were one of the players who shaped this match, finishing at 2.37x. Your grabs and running were a real strength, with 33 grabs turning into 10 caps and 4 solos. You fought efficiently: 154-121 with a 1.27 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 | Well played, this was a fantastic performance at 2.05x. Your grabs and running were a real strength, with 37 grabs turning into 7 caps and 4 solos. I think survival was your main issue: 89-117 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 played a really good game here and your 1.81x rating shows it. You ran the flag well and gave your team end product: 5 caps and 4 solos from 36 grabs. You fought efficiently: 146-107 with a 1.36 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 should be happy with this one; your performance was well above your usual level at 1.74x. You carried real threat on attack, turning 28 grabs into 2 caps. I think survival was your main issue: 92-136 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |