Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Mar 2026, 23:50
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 421 | 117 | 129 | 0 | 345 | - | 0.91 | 48% | 34% | 0:05 | |
| 315 | 88 | 140 | 0 | 296 | - | 0.63 | 39% | 30% | 0:04 | |
| Team Total | 736 | 205 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 64 | ||
| 50 | ||
| 38 |
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 68 | ||
| 53 | ||
| 72 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 31 | 6 | 4 | 1 | 5 kills | |||
| 11 | 12 | 2 | 5 kills | ||||
| 27 | 4 | 2 | 1 | 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-andACTION((Revamp)) between Red and Blue Team, ending 2-23 in favour of Blue Team.
The opening breakthrough came at 0:17 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 23 of the 25 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 9:59, with pho` finishing for Blue Team. That score set the closing shape of the match at 2-23.
pho` stood out as the main objective influence with 26 grabs, 13 captures, 31 returns, and an MVP score of 2130. Zo-^ made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 111 grabs, 60 pickups, 25 captures, 9 solos, 9 assists, 145 flag kills, 58 covers, 0 seals, 84 returns, 47 mid returns, 37 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 48% accuracy and 144 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: Zo-^ produced 13 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.
| 269 |
| 0 |
| 641 |
| - |
| 0.76 |
| 43% |
| 32% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 666 | 144 | 103 | 0 | 302 | 20.3 cm | 1.40 | 58% | 48% | 0:06 | |
| 524 | 125 | 102 | 0 | 327 | 13.5 cm | 1.23 | 55% | 39% | 0:06 | |
| Team Total | 1190 | 269 | 205 | 0 | 629 | 16.9 cm | 1.31 | 57% | 43% | 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.
| 13 |
| 4 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 6 | 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 | 26 | 13 | 3 | 4 | 44 | 0/- | 1074 | 18 | 21 | 22 | 0 | 31 | 12 | 2130 | |
| -🇬🇧 | Attacker | 29 | 10 | 6 | 3 | 33 | 0/- | 1226 | 19 | 18 | 16 | 0 | 22 | 3 | 1930 | |
| -🇩🇪 | Attacker | 16 | 1 | 0 | 1 | 38 | 0/- | 133 | 11 | 12 | 5 | 0 | 16 | 13 | 1177 | |
| -🇺🇸 |
| Attacker |
| 40 |
| 1 |
| 0 |
| 1 |
| 30 |
| 0/- |
| 67 |
| 12 |
| 7 |
| 4 |
| 0 |
| 15 |
| 9 |
| 784 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 320 | 0Hz | 42 | 43 | 44 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 101 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 10 | 11 | 13 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 19 | 19 | 20 | 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 | Great game, this was a really strong performance from you at 2.65x. You ran the flag well and gave your team end product: 13 caps and 4 solos from 26 grabs. You fought efficiently: 144-103 with a 1.40 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 2.28x. You ran the flag well and gave your team end product: 10 caps and 3 solos from 29 grabs. 55% efficiency shows the fight selection was generally good. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You played a really good game here and your 1.68x rating shows it. You gave the enemy defence problems and backed it up with 1 cap and 1 solo 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. | |
| Dominating | Attacker | You had a positive match and your 1.22x rating backs that up. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 40 grabs. I think survival was your main issue: 88-140 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |