Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Oct 2025, 19:16
CTF-(TDK)-2on2-Radiation
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 223 | 94 | 70 | 0 | 276 | - | 1.34 | 57% | 34% | 0:09 | |
| 169 | 74 | 80 | 0 | 219 | 20.3 cm | 0.93 | 48% | 38% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 29 | ||
| 51 | ||
| 23 | ||
| 15 | ||
| 4 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 60 | ||
| 50 | ||
| 20 | ||
| 20 | ||
| 15 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 6 | 3 | 4 kills | ||||
| 16 | 4 | 1 | 5 kills | ||||
| 10 | 2 kills | ||||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-Jump-Radiation-v1 between Red and Blue Team, ending 1-7 in favour of Blue Team.
The opening breakthrough came at 0:19 when newut scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 8:08, with _-=Pr3dazZz=- finishing for Blue Team. That score set the closing shape of the match at 1-7.
newut stood out as the main objective influence with 20 grabs, 6 captures, 23 returns, and an MVP score of 1176. localhero made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 54 grabs, 49 pickups, 8 captures, 4 solos, 3 assists, 95 flag kills, 30 covers, 0 seals, 45 returns, 30 mid returns, 15 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 38% accuracy and 74 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: localhero produced 5 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.
| 77 |
| 19 |
| 65 |
| 1 |
| 106 |
| - |
| 0.29 |
| 22% |
| 18% |
| 0:10 |
| Team Total | 469 | 187 | 215 | 1 | 601 | 20.3 cm | 0.87 | 47% | 33% | 0:27 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 518 | 160 | 131 | 2 | 477 | - | 1.22 | 55% | 36% | 0:20 | |
| 151 | 55 | 56 | 0 | 211 | 36.0 cm | 0.98 | 50% | 27% | 0:11 | |
| Team Total | 669 | 215 | 187 | 2 | 688 | 36.0 cm | 1.15 | 53% | 32% | 0:32 |
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.
| 14 |
| 3 |
| 3 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 10 kills | |||||
| 4 | 7 kills | |||||
| 1 | 7 kills | |||||
| 3 | 5 kills | |||||
| 3 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 | 20 | 6 | 3 | 3 | 39 | 0/- | 0 | 22 | 14 | 17 | 0 | 23 | 5 | 1176 | |
| -🇬🇧 | Attacker | 7 | 0 | 0 | 0 | 18 | 0/- | 0 | 3 | 4 | 4 | 0 | 9 | 5 | 550 | |
| -🇬🇧 | Attacker | 6 | 1 | 0 | 0 | 13 | 0/- | 0 | 2 | 7 | 3 | 0 | 4 | 2 | 439 | |
| -🇬🇧 |
| Attacker |
| 11 |
| 0 |
| 0 |
| 0 |
| 21 |
| 0/- |
| 0 |
| 14 |
| 3 |
| 6 |
| 0 |
| 6 |
| 0 |
| 355 |
| -🇸🇪 | Attacker | 10 | 1 | 0 | 1 | 4 | 0/- | 0 | 8 | 2 | 0 | 0 | 3 | 3 | 264 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 14 | 14 | 14 | 0 | Good connection | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 25000 | 295 | 143Hz | 30 | 32 | 36 | 0 | Bumpy connection | ||
| 30000 | 498 | 498Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 89 | 99 | 110 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Great game, this was a really strong performance from you at 3.12x. Your attacking runs had purpose, with 20 grabs leading to 6 caps and 3 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 made a clear difference in this match and finished well above your normal level at 1.38x. You kept looking for the flag with 7 grabs; now the aim is cleaner routes and better timing with cover. You fought efficiently: 94-70 with a 1.34 K/D, and I think you played your role in the team well. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Stable | Attacker | I think you had a steady game at 0.97x; one or two stronger moments would lift it nicely. Your grabs and running were a real strength, with 6 grabs turning into 1 cap. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You played around your normal level at 0.92x, so your focus should be small improvements rather than a full reset. As an attacker, you kept pressure on the enemy base with 11 grabs; your next jump is converting more of those starts into completed runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Feeding | Attacker | This was a hard outing for you at 0.75x; treat it as a reset point, not a verdict on your ability. Very strong flag running: you made 10 grabs count with 1 cap and 1 solo. I think survival was your main issue: 19-65 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. |