Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Sept 2025, 20:18
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 246 | 137 | 108 | 0 | 382 | - | 1.27 | 56% | 36% | 0:06 | |
| 223 | 115 | 106 | 0 | 343 | 36.0 cm | 1.08 | 52% | 35% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 72 | ||
| 65 | ||
| 52 | ||
| 63 |
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 70 | ||
| 28 | ||
| 36 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 7 | 4 | 3 | 5 kills | |||
| 19 | 6 | 5 | 3 | 5 kills | |||
| 14 | 8 | 3 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 0:56 when Broken_Soul scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:36, with ownage finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-4.
ownage stood out as the main objective influence with 14 grabs, 3 captures, 12 returns, and an MVP score of 807. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 43 grabs, 16 pickups, 7 captures, 1 solos, 3 assists, 52 flag kills, 25 covers, 0 seals, 34 returns, 31 mid returns, 3 clutch returns, and 0 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 39% accuracy and 150 kills.
Banter read: ownage did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: _-=Pr3dazZz=- produced 2 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.
| 469 |
| 252 |
| 214 |
| 0 |
| 725 |
| 36.0 cm |
| 1.18 |
| 54% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 279 | 150 | 124 | 0 | 389 | - | 1.21 | 55% | 39% | 0:05 | |
| 154 | 64 | 128 | 0 | 294 | 58.3 cm | 0.50 | 33% | 22% | 0:05 | |
| Team Total | 433 | 214 | 252 | 0 | 683 | 58.3 cm | 0.85 | 46% | 31% | 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.
| 8 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 6 kills | |||||
| 2 | 5 kills | |||||
| 2 | 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 | 14 | 3 | 1 | 1 | 14 | 0/- | 398 | 6 | 3 | 11 | 0 | 12 | 1 | 807 | |
| -🇬🇧 | Attacker | 11 | 2 | 1 | 0 | 13 | 0/- | 232 | 3 | 9 | 7 | 0 | 7 | 0 | 568 | |
| -🇬🇧 | Attacker | 12 | 1 | 0 | 0 | 14 | 0/- | 68 | 2 | 5 | 6 | 0 | 8 | 2 | 491 | |
| -🇬🇧 | Attacker | 6 | 1 | 1 | 0 | 11 | 0/- | 2 | 5 | 8 | 7 | 0 | 7 | 0 | 322 |
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 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 35000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | - | - | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 113 | 117 | 121 | 0 | Minor variation |
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 1.80x. Your attacking play was strong, especially because you turned 14 grabs into 3 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.60x. You looked dangerous whenever you got the flag, and 11 grabs led to 2 caps. You fought efficiently: 137-108 with a 1.27 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 played a really good game here and your 1.30x rating shows it. Your attacking play was strong, especially because you turned 12 grabs into 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | You played around your normal level at 0.94x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 1 cap from 6 grabs. I think survival was your main issue: 64-128 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. |