Unreal HeavenThe home of 2v2 and 3v3 iCTF31 May 2026, 21:04
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 303 | 192 | 105 | 0 | 395 | - | 1.83 | 65% | 49% | 0:06 | |
| 229 | 127 | 108 | 0 | 367 | - | 1.18 | 54% | 35% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 95 | ||
| 97 | ||
| 67 | ||
| 60 |
| Killer | Victim | |
|---|---|---|
| 55 | ||
| 58 | ||
| 50 | ||
| 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 10 | 8 | 9 | 5 kills | |||
| 15 | 4 | 3 | 2 | 5 kills | |||
| 15 | 9 | 4 | 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 6-0 in favour of Red Team.
The opening breakthrough came at 0:47 when saxon scored for Red Team. Red Team created more scoring chances, converting 6 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 8:46, with -uh.Pr3DazZz finishing for Red Team on a solo run. That score set the closing shape of the match at 6-0.
saxon stood out as the main objective influence with 11 grabs, 2 captures, 8 returns, and an MVP score of 714. Broken_Soul made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 42 grabs, 13 pickups, 6 captures, 3 solos, 3 assists, 48 flag kills, 33 covers, 0 seals, 35 returns, 31 mid returns, 4 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 49% accuracy and 192 kills.
Banter read: saxon did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Lama watch: Zo-^ finished with 28 lama score from 100 kills and 36 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 532 |
| 319 |
| 213 |
| 0 |
| 762 |
| - |
| 1.50 |
| 60% |
| 42% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 235 | 113 | 162 | 0 | 346 | 58.3 cm | 0.70 | 41% | 33% | 0:04 | |
| 161 | 100 | 157 | 0 | 328 | - | 0.64 | 39% | 31% | 0:04 | |
| Team Total | 396 | 213 | 319 | 0 | 674 | 58.3 cm | 0.67 | 40% | 32% | 0:08 |
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.
| 17 |
| 2 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 9 kills | |||||
| 2 | 6 kills | |||||
| 3 | 5 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 | 11 | 2 | 2 | 1 | 9 | 0/- | 239 | 5 | 21 | 7 | 0 | 8 | 1 | 714 | |
| -🇬🇧 | Attacker | 19 | 4 | 1 | 2 | 5 | 0/- | 361 | 6 | 10 | 3 | 0 | 4 | 1 | 660 | |
| -🇬🇧 | Attacker | 4 | 0 | 0 | 0 | 18 | 0/- | 0 | 0 | 2 | 13 | 0 | 15 | 2 | 485 | |
| -🇩🇪 | Attacker | 8 | 0 | 0 | 0 | 16 | 0/- | 0 | 2 | 0 | 8 | 0 | 8 | 0 | 304 |
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 | 600 | 500Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 18 | 18 | 19 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 39 | 41 | 45 | 0 | Minor variation | ||
| 30000 | - | - | 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 | Well played, this was a fantastic performance at 2.14x. Excellent flag running from you: 11 grabs became 2 caps and 1 solo. You fought efficiently: 192-105 with a 1.83 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 were one of the players who shaped this match, finishing at 1.70x. Very strong flag running: you made 19 grabs count with 4 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.39x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 113-162 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | You were close to your usual level at 0.97x, with room to turn steady play into a bigger influence. 8 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 100-157 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |