Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Oct 2026, 23:12
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| ROSEFB | 153 | 77 | 114 | 0 | 263 | - | 0.68 | 40% | 32% | 0:05 |
| newut | 139 | 124 | 99 | 2 | 383 | - | 1.25 | 55% | 32% | 0:06 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| ROSE | no_sleep | 35 |
| ROSE | _-=Pr3dazZz=- | 42 |
| newut | no_sleep | 62 |
| newut | _-=Pr3dazZz=- | 62 |
| Killer | Victim | |
|---|---|---|
| no_sleep | ROSE | 70 |
| no_sleep | newut | 55 |
| _-=Pr3dazZz=- | ROSE | 44 |
| _-=Pr3dazZz=- | newut | 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| no_sleep | 14 | 10 | 1 | 3 | 5 kills | ||
| newut | 24 | 8 | 2 | 1 | 5 kills | ||
| ROSE | 10 | 1 | 1 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 3v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 5:28 when ROSE 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.
ROSE stood out as the main objective influence with 4 grabs, 1 capture, 5 returns, and an MVP score of 282. ROSE anchored the recovery work with 5 total returns.
Objective ledger for the match: 19 grabs, 5 pickups, 1 captures, 0 solos, 0 assists, 23 flag kills, 5 covers, 0 seals, 14 returns, 14 mid returns, 0 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 32% accuracy and 124 kills.
Banter read: ROSE had the kind of objective influence that makes the losing team start reviewing every route choice.
Lama watch: newut finished with 88 lama score from 124 kills and 18 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.
| Wardogza |
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| - |
| - |
| - |
| - |
| - |
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| - |
| Team Total | 292 | 201 | 213 | 2 | 646 | - | 0.94 | 49% | 32% | 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| no_sleep | 135 | 125 | 97 | 0 | 449 | - | 1.29 | 56% | 28% | 0:06 |
| _-=Pr3dazZz=- | 103 | 88 | 104 | 3 | 344 | 36.0 cm | 0.85 | 45% | 28% | 0:06 |
| Team Total | 238 | 213 | 201 | 3 | 793 | 36.0 cm | 1.06 | 51% | 28% | 0:13 |
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.
| 16 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| no_sleep | 2 | 7 kills | ||||
| newut | 3 | 6 kills | ||||
| ROSE | 1 | 5 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | ROSE | Attacker | 4 | 1 | 0 | 0 | 12 | 0/- | 0 | 1 | 0 | 5 | 0 | 5 | 0 | 282 |
| - | newut | Defender | 3 | 0 | 0 | 0 | 0 | 4/1 | 0 | 0 | 3 | 3 | 0 | 3 | 0 | 210 |
| - | _-=Pr3dazZz=- | Attacker | 7 | 0 | 0 | 0 | 4 | 0/- | 0 | 2 | 1 | 4 | 0 | 4 | 0 | 180 |
| - | no_sleep | Attacker | 5 | 0 | 0 | 0 | 3 | 0/- | 0 | 2 | 1 | 2 | 0 | 2 | 0 | 125 |
| - | Wardogza | Defender | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 23 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| newut | 30000 | 0 | 240Hz | 93 | 97 | 100 | 0 | Minor variation | |
| ROSE | 25000 | 260 | 0Hz | 275 | 277 | 279 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 17 | 17 | 18 | 0 | Good connection | |
| no_sleep | 30000 | - | - | 40 | 41 | 42 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ROSE | Godlike | Attacker | You played a really good game here and your 1.65x rating shows it. Your grabs and running were a real strength, with 4 grabs turning into 1 cap. I think survival was your main issue: 77-114 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. |
| newut | Dominating | Defender | You had a positive match and your 1.12x rating backs that up. You helped keep the score under control with 3 mid returns. You fought efficiently: 124-99 with a 1.25 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| no_sleep | Stable | Attacker | I think you had a steady game at 1.03x; one or two stronger moments would lift it nicely. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 125-97 with a 1.29 K/D, and I think you played your role in the team well. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| _-=Pr3dazZz=- | Struggling | Attacker | You dipped below your usual level at 0.85x, but I think there are clear areas you can tighten next match. Your flag pressure was good with 7 grabs, and working closer with your team would make those grabs more dangerous. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| Wardogza | Feeding | Defender | You had a rough game at 0.03x, so I think your goal should be to simplify and rebuild from safer plays. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |