Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Jul 2026, 14:05
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 418 | 168 | 133 | 0 | 378 | 20.3 cm | 1.26 | 56% | 45% | 0:04 | |
| 212 | 78 | 120 | 0 | 342 | - | 0.65 | 39% | 23% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 83 | ||
| 37 | ||
| 41 |
| Killer | Victim | |
|---|---|---|
| 75 | ||
| 63 | ||
| 58 | ||
| 57 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 10 | 10 | 4 | 5 kills | |||
| 24 | 5 | 2 | 3 | 5 kills | |||
| 16 | 3 | 2 | 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 6-11 in favour of Blue Team.
The opening breakthrough came at 0:31 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 11 of the 17 captures. Momentum changed hands 2 times as the scoreline developed. 9 captures were completed solo.
Blue 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 10:50, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-11.
-uh.StarzZz`- stood out as the main objective influence with 21 grabs, 6 captures, 11 returns, and an MVP score of 1367. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 67 grabs, 38 pickups, 17 captures, 3 solos, 8 assists, 88 flag kills, 65 covers, 0 seals, 49 returns, 34 mid returns, 15 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 168 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: _-=Pr3dazZz=- produced 5 close-save returns, also known as deleting someone else's highlight clip.
| 630 |
| 246 |
| 253 |
| 0 |
| 720 |
| 20.3 cm |
| 0.97 |
| 49% |
| 34% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 417 | 138 | 122 | 0 | 374 | 13.5 cm | 1.13 | 53% | 37% | 0:05 | |
| 385 | 115 | 124 | 0 | 352 | 36.0 cm | 0.93 | 48% | 33% | 0:05 | |
| Team Total | 802 | 253 | 246 | 0 | 726 | 24.7 cm | 1.03 | 51% | 35% | 0:10 |
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.
| 12 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 9 kills | |||||
| 3 | 7 kills | |||||
| 4 kills | ||||||
| 3 kills |
Blue 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 | 21 | 6 | 4 | 1 | 19 | 0/- | 631 | 11 | 20 | 6 | 0 | 11 | 5 | 1367 | |
| -🇬🇧 | Attacker | 12 | 5 | 1 | 1 | 27 | 0/- | 469 | 9 | 18 | 12 | 0 | 17 | 5 | 1253 | |
| -🇬🇧 | Attacker | 13 | 1 | 3 | 0 | 33 | 0/- | 232 | 8 | 18 | 13 | 0 | 17 | 4 | 938 | |
| -🇫🇷 |
| Attacker |
| 21 |
| 5 |
| 0 |
| 1 |
| 9 |
| 0/- |
| 368 |
| 10 |
| 9 |
| 3 |
| 0 |
| 4 |
| 1 |
| 631 |
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 | 120 | 60Hz | 25 | 29 | 44 | 3 | Unstable spikes | ||
| 25000 | 400 | 280Hz | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 18 | 18 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 17 | 17 | 18 | 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 | This was excellent work from you, with your match rating landing at 2.10x. Your attacking play was strong, especially because you turned 21 grabs into 6 caps and 1 solo. 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 | I think this was one of your stronger performances, coming in at 1.98x. Excellent flag running from you: 12 grabs became 5 caps and 1 solo. 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. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.77x. Your attacking runs had purpose, with 13 grabs leading to 1 cap. You fought efficiently: 168-133 with a 1.26 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 | You put together a top-level game here and finished at 1.31x. You carried real threat on attack, turning 21 grabs into 5 caps and 1 solo. I think survival was your main issue: 78-120 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. |