Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Sept 2025, 18:23
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 269 | 160 | 109 | 0 | 408 | - | 1.47 | 59% | 39% | 0:06 | |
| 224 | 117 | 110 | 0 | 339 | 36.0 cm | 1.06 | 52% | 37% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 86 | ||
| 74 | ||
| 50 | ||
| 67 |
| Killer | Victim | |
|---|---|---|
| 67 | ||
| 61 | ||
| 42 | ||
| 49 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 13 | 5 | 2 | 5 kills | |||
| 22 | 6 | 1 | 2 | 5 kills | |||
| 19 | 7 | 4 | 2 | 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-Hunter-v3 between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 3:13 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 4 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 8:33, with _-=Pr3dazZz=- finishing for Red Team on a solo run. That score set the closing shape of the match at 4-1.
localhero stood out as the main objective influence with 13 grabs, 1 capture, 5 returns, and an MVP score of 631. pho` made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 42 grabs, 15 pickups, 5 captures, 2 solos, 3 assists, 52 flag kills, 24 covers, 0 seals, 37 returns, 32 mid returns, 5 clutch returns, and 0 cherry picks.
localhero supplied the sharpest shooting numbers, finishing with 39% accuracy and 160 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.
Lama watch: localhero finished with 26 lama score from 160 kills and 67 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 |
| 493 |
| 277 |
| 219 |
| 0 |
| 747 |
| 36.0 cm |
| 1.26 |
| 56% |
| 38% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 218 | 128 | 136 | 0 | 403 | 20.3 cm | 0.94 | 48% | 34% | 0:04 | |
| 192 | 91 | 141 | 0 | 325 | 58.3 cm | 0.65 | 39% | 28% | 0:04 | |
| Team Total | 410 | 219 | 277 | 0 | 728 | 39.3 cm | 0.79 | 44% | 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.
| 13 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 15 kills | ||||
| 1 | 6 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 | 13 | 1 | 2 | 1 | 12 | 0/- | 297 | 3 | 9 | 4 | 0 | 5 | 1 | 631 | |
| -🇬🇧 | Attacker | 13 | 3 | 0 | 1 | 9 | 0/- | 103 | 6 | 11 | 9 | 0 | 10 | 1 | 526 | |
| -🇬🇧 | Attacker | 10 | 1 | 0 | 0 | 16 | 0/- | 44 | 4 | 2 | 9 | 0 | 11 | 2 | 476 | |
| -🇬🇧 | Attacker | 6 | 0 | 1 | 0 | 15 | 0/- | 56 | 2 | 2 | 10 | 0 | 11 | 1 | 446 |
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 | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 35000 | - | - | 12 | 13 | 15 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 14 | 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 made a clear difference in this match and finished well above your normal level at 1.78x. Your attacking play was strong, especially because you turned 13 grabs into 1 cap and 1 solo. You fought efficiently: 160-109 with a 1.47 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 | You should be happy with this one; your performance was well above your usual level at 1.43x. Your attacking play was strong, especially because you turned 13 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: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.21x. Your grabs and running were a real strength, with 10 grabs turning into 1 cap. 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. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.18x. You kept looking for the flag with 6 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 91-141 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |