Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Nov 2025, 19:12
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 368 | 157 | 109 | 0 | 426 | 46.0 cm | 1.44 | 59% | 37% | 0:06 | |
| 343 | 139 | 125 | 0 | 400 | 36.0 cm | 1.11 | 53% | 36% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 81 | ||
| 78 | ||
| 61 |
| Killer | Victim | |
|---|---|---|
| 67 | ||
| 46 | ||
| 42 | ||
| 79 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 8 | 3 | 7 | 5 kills | |||
| 16 | 7 | 4 | 4 | 5 kills | |||
| 11 | 10 | 4 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 6-5 in favour of Red Team.
The opening breakthrough came at 0:50 when -cide- scored for Blue Team. Red Team created more scoring chances, converting 6 of the 11 captures. Momentum changed hands 1 time as the scoreline developed. 9 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 11:17, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 6-5.
-cide- stood out as the main objective influence with 17 grabs, 5 captures, 11 returns, and an MVP score of 1013. -cide- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 68 grabs, 23 pickups, 11 captures, 8 solos, 2 assists, 80 flag kills, 37 covers, 0 seals, 57 returns, 46 mid returns, 11 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 37% accuracy and 157 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| Team Total |
| 711 |
| 296 |
| 234 |
| 0 |
| 826 |
| 41.0 cm |
| 1.26 |
| 56% |
| 36% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 300 | 113 | 154 | 0 | 352 | 46.0 cm | 0.73 | 42% | 32% | 0:04 | |
| 243 | 121 | 142 | 0 | 369 | 13.5 cm | 0.85 | 46% | 34% | 0:04 | |
| Team Total | 543 | 234 | 296 | 0 | 721 | 29.7 cm | 0.79 | 44% | 33% | 0:09 |
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 |
| 3 |
| 1 |
| 3 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 9 kills | |||||
| 3 | 8 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 17 | 5 | 0 | 4 | 22 | 0/- | 449 | 6 | 9 | 9 | 0 | 11 | 2 | 1013 | |
| -🇬🇧 | Attacker | 17 | 1 | 0 | 1 | 20 | 0/- | 151 | 4 | 21 | 14 | 0 | 18 | 4 | 892 | |
| -🇩🇪 | Attacker | 16 | 3 | 0 | 1 | 22 | 0/- | 138 | 7 | 5 | 11 | 0 | 14 | 5 | 802 | |
| -🇬🇧 |
| Attacker |
| 18 |
| 2 |
| 2 |
| 2 |
| 16 |
| 0/- |
| 362 |
| 6 |
| 2 |
| 12 |
| 0 |
| 14 |
| 0 |
| 750 |
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 | 46 | 46 | 47 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 19 | 22 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 24 | 25 | 26 | 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 put together a top-level game here and finished at 2.02x. Your attacking play was strong, especially because you turned 17 grabs into 5 caps and 4 solos. You fought efficiently: 157-109 with a 1.44 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.77x. Your grabs and running were a real strength, with 17 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 | You should be happy with this one; your performance was well above your usual level at 1.57x. Very strong flag running: you made 16 grabs count with 3 caps and 1 solo. I think survival was your main issue: 113-154 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. | |
| Godlike | Attacker | You played a really good game here and your 1.36x rating shows it. Your flag work was one of your best areas, with 18 grabs producing 2 caps and 2 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |