Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Jul 2026, 13:20
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 417 | 145 | 121 | 0 | 368 | 13.5 cm | 1.20 | 55% | 41% | 0:05 | |
| 364 | 76 | 135 | 0 | 270 | 58.3 cm | 0.56 | 36% | 28% | 0:04 | |
| Team Total | 781 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 5 | 7 | 5 | 5 kills | |||
| 24 | 11 | 2 | 1 | 5 kills | |||
| 15 | 9 | 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((Revamp)) between Red and Blue Team, ending 5-15 in favour of Blue Team.
The opening breakthrough came at 0:07 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 15 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 10:22, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 5-15.
_-=Pr3dazZz=- stood out as the main objective influence with 30 grabs, 7 captures, 25 returns, and an MVP score of 1901. Broken_Soul made the biggest clutch contribution, recording 14 close-save returns.
Objective ledger for the match: 112 grabs, 59 pickups, 20 captures, 14 solos, 4 assists, 150 flag kills, 50 covers, 0 seals, 90 returns, 47 mid returns, 43 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 144 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 14 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.
| 221 |
| 256 |
| 0 |
| 638 |
| 35.9 cm |
| 0.86 |
| 46% |
| 35% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 586 | 144 | 104 | 0 | 353 | 20.3 cm | 1.38 | 58% | 41% | 0:06 | |
| 529 | 112 | 117 | 0 | 332 | 36.0 cm | 0.96 | 49% | 35% | 0:05 | |
| Team Total | 1115 | 256 | 221 | 0 | 685 | 28.1 cm | 1.16 | 54% | 38% | 0:12 |
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.
| 11 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 12 kills | ||||
| 3 | 7 kills | |||||
| 1 | 7 kills | |||||
| 4 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 | 30 | 7 | 2 | 5 | 39 | 0/- | 819 | 14 | 11 | 13 | 0 | 25 | 13 | 1901 | |
| -🇬🇧 | Attacker | 23 | 8 | 1 | 6 | 43 | 0/- | 681 | 17 | 13 | 13 | 0 | 28 | 14 | 1711 | |
| -🇬🇧 | Attacker | 37 | 4 | 0 | 3 | 37 | 0/- | 433 | 12 | 18 | 16 | 0 | 18 | 2 | 1230 | |
| -🇬🇧 |
| Attacker |
| 22 |
| 1 |
| 1 |
| 0 |
| 31 |
| 0/- |
| 67 |
| 16 |
| 8 |
| 5 |
| 0 |
| 19 |
| 14 |
| 910 |
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 | 238 | 238Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 23 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 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 | Great game, this was a really strong performance from you at 2.36x. You ran the flag well and gave your team end product: 7 caps and 5 solos from 30 grabs. 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 | You played a really good game here and your 2.32x rating shows it. Your flag work was one of your best areas, with 23 grabs producing 8 caps and 6 solos. You fought efficiently: 144-104 with a 1.38 K/D, and I think you played your role in the team well. 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 | Great game, this was a really strong performance from you at 1.71x. Your grabs and running were a real strength, with 37 grabs turning into 4 caps and 3 solos. Aim was a real positive at 41% 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.41x. You looked dangerous whenever you got the flag, and 22 grabs led to 1 cap. I think survival was your main issue: 76-135 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. |