Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Mar 2026, 14:47
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 294 | 148 | 118 | 0 | 376 | 20.3 cm | 1.25 | 56% | 39% | 0:05 | |
| 238 | 121 | 100 | 0 | 336 | - | 1.21 | 55% | 36% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 82 | ||
| 66 | ||
| 56 | ||
| 65 |
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 61 | ||
| 45 | ||
| 39 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 9 | 3 | 5 | 5 kills | |||
| 26 | 5 | 2 | 2 | 5 kills | |||
| 15 | 7 | 5 | 2 | 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-Hunter-v3 between Red and Blue Team, ending 6-1 in favour of Red Team.
The opening breakthrough came at 2:42 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 6 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 2 captures were completed solo.
Red 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 9:18, with pho` finishing for Red Team. That score set the closing shape of the match at 6-1.
pho` stood out as the main objective influence with 15 grabs, 5 captures, 11 returns, and an MVP score of 813. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 57 grabs, 14 pickups, 7 captures, 2 solos, 5 assists, 64 flag kills, 34 covers, 0 seals, 50 returns, 46 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 134 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 3 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.
| 532 |
| 269 |
| 218 |
| 0 |
| 712 |
| 20.3 cm |
| 1.23 |
| 55% |
| 38% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 273 | 134 | 138 | 0 | 332 | 13.5 cm | 0.97 | 49% | 40% | 0:04 | |
| 209 | 84 | 131 | 0 | 290 | 58.3 cm | 0.64 | 39% | 29% | 0:05 | |
| Team Total | 482 | 218 | 269 | 0 | 622 | 35.9 cm | 0.81 | 45% | 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.
| 20 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 2 | 8 kills | |||||
| 1 | 6 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 | 15 | 5 | 0 | 1 | 14 | 0/- | 328 | 8 | 12 | 10 | 0 | 11 | 1 | 813 | |
| -🇬🇧 | Attacker | 21 | 1 | 4 | 1 | 9 | 0/- | 272 | 3 | 14 | 9 | 0 | 9 | 0 | 690 | |
| -🇬🇧 | Attacker | 12 | 0 | 1 | 0 | 17 | 0/- | 99 | 1 | 0 | 12 | 0 | 13 | 3 | 542 | |
| -🇬🇧 |
| Attacker |
| 9 |
| 1 |
| 0 |
| 0 |
| 24 |
| 0/- |
| 1 |
| 2 |
| 8 |
| 15 |
| 0 |
| 17 |
| 0 |
| 536 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 11 | 11 | 12 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 20000 | - | - | 20 | 21 | 23 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 16 | 16 | 17 | 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 should be happy with this one; your performance was well above your usual level at 1.67x. Very strong flag running: you made 15 grabs count with 5 caps and 1 solo. You fought efficiently: 148-118 with a 1.25 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 1.53x. Your grabs and running were a real strength, with 21 grabs turning into 1 cap 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 | Well played, this was a fantastic performance at 1.40x. Very strong flag running: you made 9 grabs count with 1 cap. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.25x. You kept looking for the flag with 12 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 84-131 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. |