Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Dec 2025, 22:43
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 331 | 117 | 100 | 0 | 333 | 46.0 cm | 1.17 | 54% | 35% | 0:07 | |
| 279 | 116 | 96 | 0 | 465 | 13.5 cm | 1.21 | 55% | 37% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 54 | ||
| 61 | ||
| 55 |
| Killer | Victim | |
|---|---|---|
| 47 | ||
| 46 | ||
| 53 | ||
| 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 8 | 1 | 5 kills | ||||
| 13 | 2 | 2 | 2 | 5 kills | |||
| 13 | 6 | 5 | 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-Hunter-v3 between Red and Blue Team, ending 13-1 in favour of Red Team.
The opening breakthrough came at 0:15 when -cide- scored for Red Team. Red Team created more scoring chances, converting 13 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:24, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 13-1.
-cide- stood out as the main objective influence with 18 grabs, 6 captures, 9 returns, and an MVP score of 1138. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 53 grabs, 31 pickups, 14 captures, 1 solos, 10 assists, 70 flag kills, 34 covers, 0 seals, 38 returns, 30 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 116 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 31 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 3 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 | 610 | 233 | 196 | 0 | 798 | 29.7 cm | 1.19 | 54% | 36% | 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 242 | 93 | 124 | 0 | 402 | 58.3 cm | 0.75 | 43% | 31% | 0:05 | |
| 234 | 103 | 109 | 0 | 334 | - | 0.94 | 49% | 31% | 0:12 | |
| Team Total | 476 | 196 | 233 | 0 | 736 | 58.3 cm | 0.84 | 46% | 31% | 0:18 |
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.
| 18 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 2 | 5 kills | |||||
| 2 | 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 | 18 | 6 | 5 | 0 | 16 | 0/- | 809 | 13 | 13 | 8 | 0 | 9 | 1 | 1138 | |
| -🇬🇧 | Attacker | 16 | 7 | 5 | 1 | 7 | 0/- | 491 | 13 | 14 | 6 | 0 | 8 | 2 | 888 | |
| -🇬🇧 | Attacker | 15 | 1 | 0 | 0 | 21 | 0/- | 100 | 3 | 2 | 11 | 0 | 14 | 3 | 591 | |
| -🇺🇸 | Attacker | 4 | 0 | 0 | 0 | 26 | 0/- | 0 | 2 | 5 | 5 | 0 | 7 | 2 | 401 |
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 | 238 | 238Hz | 13 | 15 | 17 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 23 | 24 | 25 | 0 | Good connection | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 91 | 158 | 225 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Well played, this was a fantastic performance at 2.13x. You were dangerous with the flag: 18 grabs led to 6 caps. 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 | Great game, this was a really strong performance from you at 1.78x. Excellent flag running from you: 16 grabs became 7 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.33x. You gave the enemy defence problems and backed it up with 1 cap from 15 grabs. I think survival was your main issue: 93-124 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. | |
| Stable | Attacker | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 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. |