Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Jul 2026, 19:01
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 502 | 145 | 126 | 0 | 386 | 46.0 cm | 1.15 | 54% | 38% | 0:05 | |
| 307 | 90 | 118 | 0 | 317 | 58.3 cm | 0.76 | 43% | 28% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 75 | ||
| 70 | ||
| 42 | ||
| 48 |
| Killer | Victim | |
|---|---|---|
| 86 | ||
| 67 | ||
| 40 | ||
| 51 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 10 | 4 | 5 | 5 kills | |||
| 24 | 11 | 1 | 3 | 5 kills | |||
| 10 | 5 | 3 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 14-5 in favour of Red Team.
The opening breakthrough came at 1:38 when -cide- scored for Red Team. Red Team created more scoring chances, converting 14 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:54, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 14-5.
-cide- stood out as the main objective influence with 18 grabs, 9 captures, 22 returns, and an MVP score of 1829. Broken_Soul made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 76 grabs, 41 pickups, 19 captures, 8 solos, 10 assists, 97 flag kills, 47 covers, 0 seals, 56 returns, 39 mid returns, 17 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 153 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 34 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 5 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.
| 809 |
| 235 |
| 244 |
| 0 |
| 703 |
| 52.1 cm |
| 0.96 |
| 49% |
| 33% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 382 | 153 | 117 | 0 | 385 | 13.5 cm | 1.31 | 57% | 40% | 0:05 | |
| 239 | 91 | 118 | 0 | 358 | 82.4 cm | 0.77 | 44% | 25% | 0:05 | |
| Team Total | 621 | 244 | 235 | 0 | 743 | 48.0 cm | 1.04 | 51% | 33% | 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.
| 12 |
| 6 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 7 kills | |||||
| 3 | 5 kills | |||||
| 1 | 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 | 18 | 9 | 4 | 5 | 33 | 0/- | 988 | 16 | 17 | 18 | 0 | 22 | 3 | 1829 | |
| -🇬🇧 | Attacker | 19 | 5 | 4 | 1 | 18 | 0/- | 412 | 8 | 11 | 8 | 0 | 12 | 5 | 1084 | |
| -🇬🇧 | Attacker | 25 | 5 | 0 | 2 | 31 | 0/- | 360 | 10 | 9 | 9 | 0 | 13 | 4 | 1058 | |
| -🇵🇹 |
| Attacker |
| 14 |
| 0 |
| 2 |
| 0 |
| 15 |
| 0/- |
| 140 |
| 7 |
| 10 |
| 4 |
| 0 |
| 9 |
| 5 |
| 566 |
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 | 360 | 240Hz | 26 | 27 | 28 | 0 | Good connection | ||
| 30000 | - | - | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 16 | 0 | Good connection | ||
| 30000 | - | - | 49 | 49 | 50 | 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 2.79x. Very strong flag running: you made 18 grabs count with 9 caps and 5 solos. 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 1.79x. Your attacking play was strong, especially because you turned 25 grabs into 5 caps and 2 solos. You fought efficiently: 153-117 with a 1.31 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 | Well played, this was a fantastic performance at 1.73x. Your grabs and running were a real strength, with 19 grabs turning into 5 caps and 1 solo. I think survival was your main issue: 90-118 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. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.24x rating. As an attacker, you kept pressure on the enemy base with 14 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 91-118 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. |