Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Nov 2025, 02:08
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 427 | 160 | 154 | 0 | 373 | 20.3 cm | 1.04 | 51% | 43% | 0:04 | |
| 97 | 29 | 154 | 0 | 158 | - | 0.19 | 16% | 18% | 0:04 | |
| Team Total | 524 | 189 | 308 | 0 | 531 | 20.3 cm | 0.61 | 38% | 36% | 0:08 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 83 | ||
| 77 | ||
| 16 | ||
| 13 |
| Killer | Victim | |
|---|---|---|
| 81 | ||
| 81 | ||
| 73 | ||
| 73 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 8 | 9 | 5 | 5 kills | |||
| 15 | 10 | 3 | 5 | 5 kills | |||
| 16 | 11 | 6 | 5 | 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 1-15 in favour of Blue Team.
The opening breakthrough came at 0:18 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 15 of the 16 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:02, with localhero finishing for Blue Team. That score set the closing shape of the match at 1-15.
-uh.StarzZz`- stood out as the main objective influence with 23 grabs, 6 captures, 16 returns, and an MVP score of 1492. -uh.StarzZz`- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 71 grabs, 39 pickups, 16 captures, 7 solos, 7 assists, 93 flag kills, 54 covers, 0 seals, 54 returns, 39 mid returns, 15 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 44% accuracy and 162 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: -uh.StarzZz`- produced 6 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 476 | 162 | 99 | 0 | 377 | 13.5 cm | 1.64 | 62% | 44% | 0:06 | |
| 387 | 146 | 90 | 0 | 423 | - | 1.62 | 62% | 35% | 0:07 | |
| Team Total | 863 | 308 | 189 | 0 | 800 | 13.5 cm | 1.63 | 62% | 39% | 0:14 |
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.
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 9 kills | |||||
| 5 | 8 kills | |||||
| 1 | 6 kills | |||||
| 2 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 | 23 | 6 | 4 | 3 | 21 | 0/- | 884 | 16 | 26 | 10 | 0 | 16 | 6 | 1492 | |
| -🇬🇧 | Attacker | 20 | 9 | 3 | 4 | 18 | 0/- | 616 | 11 | 25 | 10 | 0 | 11 | 1 | 1130 | |
| -🇬🇧 | Attacker | 16 | 0 | 0 | 0 | 49 | 0/- | 29 | 9 | 0 | 17 | 0 | 23 | 6 | 919 | |
| -🇸🇪 |
| Attacker |
| 12 |
| 1 |
| 0 |
| 0 |
| 5 |
| 0/- |
| 71 |
| 3 |
| 3 |
| 2 |
| 0 |
| 4 |
| 2 |
| 301 |
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 | 15 | 0 | Good connection | ||
| 25000 | 295 | 143Hz | 29 | 31 | 46 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 22 | 22 | 24 | 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 made a clear difference in this match and finished well above your normal level at 2.49x. Your attacking runs had purpose, with 23 grabs leading to 6 caps and 3 solos. You fought efficiently: 162-99 with a 1.64 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 made a clear difference in this match and finished well above your normal level at 2.18x. Your flag work was one of your best areas, with 20 grabs producing 9 caps and 4 solos. You fought efficiently: 146-90 with a 1.62 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 | I think this was one of your stronger performances, coming in at 1.74x. As an attacker, you kept pressure on the enemy base with 16 grabs; your next jump is converting more of those starts into completed runs. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Feeding | Attacker | You had a rough game at 0.57x, so I think your goal should be to simplify and rebuild from safer plays. Your attacking runs had purpose, with 12 grabs leading to 1 cap. I think survival was your main issue: 29-154 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. |