Unreal HeavenThe home of 2v2 and 3v3 iCTF27 Oct 2025, 15:59
Astorial
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_SoulFB | 31 | 6 | 4 | 0 | 14 | 58.3 cm | 1.50 | 60% | 43% | 2:44 |
| Team Total | 31 | 6 | 4 | 0 | 14 | 58.3 cm | 1.50 | 60% | 43% | 2:44 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Broken_Soul | Zo-^ | 6 |
| Killer | Victim | |
|---|---|---|
| Zo-^ | Broken_Soul | 4 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-Astorial between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 5:08 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
Broken_Soul supplied the sharpest shooting numbers, finishing with 43% accuracy and 6 kills.
Aim complaint: Broken_Soul hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Zo-^ |
| 4 |
| 4 |
| 6 |
| 0 |
| 16 |
| - |
| 0.67 |
| 40% |
| 25% |
| 1:49 |
| Team Total | 4 | 4 | 6 | 0 | 16 | - | 0.67 | 40% | 25% | 1:50 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 31 |
| - | Zo-^ | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 4 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 30000 | - | - | 13 | 17 | 28 | 3 | Unstable spikes | |
| Zo-^ | 25000 | 320 | 0Hz | 48 | 60 | 67 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Broken_Soul | Feeding | Defender | You had a tough match at 0.39x, well below your usual level, but I think it is fixable. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| Zo-^ | Feeding | Defender | You had a tough match at 0.23x, well below your usual level, but I think it is fixable. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |