Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Mar 2026, 22:21
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 258 | 125 | 150 | 0 | 372 | - | 0.83 | 45% | 34% | 0:04 | |
| 233 | 122 | 157 | 0 | 340 | - | 0.78 | 44% | 36% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 60 | ||
| 57 | ||
| 65 |
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 70 | ||
| 87 | ||
| 87 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 6 | 5 | 9 | 5 kills | |||
| 20 | 5 | 3 | 5 | 5 kills | |||
| 19 | 8 | 3 | 4 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 0-5 in favour of Blue Team.
The opening breakthrough came at 1:43 when brash- scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 7:56, with pho` finishing for Blue Team. That score set the closing shape of the match at 0-5.
brash- stood out as the main objective influence with 16 grabs, 3 captures, 11 returns, and an MVP score of 873. -uh.Pr3DazZz made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 49 grabs, 30 pickups, 5 captures, 0 solos, 1 assists, 74 flag kills, 27 covers, 0 seals, 41 returns, 30 mid returns, 11 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 174 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.
Clutch desk: -uh.Pr3DazZz produced 3 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 491 |
| 247 |
| 307 |
| 0 |
| 712 |
| - |
| 0.80 |
| 45% |
| 35% |
| 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 309 | 133 | 122 | 0 | 360 | - | 1.09 | 52% | 38% | 0:05 | |
| 285 | 174 | 125 | 0 | 385 | 20.3 cm | 1.39 | 58% | 45% | 0:05 | |
| Team Total | 594 | 307 | 247 | 0 | 745 | 20.3 cm | 1.24 | 55% | 42% | 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.
| 17 |
| 9 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 7 kills | |||||
| 2 | 7 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 | 16 | 3 | 1 | 0 | 19 | 0/- | 397 | 10 | 12 | 7 | 0 | 11 | 3 | 873 | |
| -🇬🇧 | Attacker | 12 | 2 | 0 | 0 | 11 | 0/- | 103 | 11 | 10 | 6 | 0 | 8 | 3 | 645 | |
| -🇺🇸 | Attacker | 14 | 0 | 0 | 0 | 26 | 0/- | 0 | 2 | 4 | 12 | 0 | 15 | 2 | 498 | |
| -🇬🇧 | Attacker | 7 | 0 | 0 | 0 | 18 | 0/- | 0 | 7 | 1 | 5 | 0 | 7 | 3 | 438 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 12 | 12 | 12 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 89 | 91 | 93 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 25 | 26 | 29 | 0 | Bumpy connection | ||
| 20000 | - | - | 28 | 30 | 32 | 0 | Bumpy 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 1.83x. You ran the flag well and gave your team end product: 3 caps from 16 grabs. 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 | This was excellent work from you, with your match rating landing at 1.47x. You ran the flag well and gave your team end product: 2 caps from 12 grabs. You fought efficiently: 174-125 with a 1.39 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 | Great game, this was a really strong performance from you at 1.45x. Your flag pressure was good with 14 grabs, and working closer with your team would make those grabs more dangerous. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Dominating | Attacker | You had a positive match and your 1.15x rating backs that up. 7 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 122-157 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |