Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Jun 2026, 13:30
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 235 | 98 | 127 | 0 | 319 | 58.3 cm | 0.77 | 44% | 31% | 0:05 | |
| 198 | 95 | 122 | 0 | 366 | - | 0.78 | 44% | 28% | 0:05 | |
| Team Total | 433 | 193 | 249 | 0 | 685 | 58.3 cm | 0.78 | 44% | 29% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 47 | ||
| 51 | ||
| 49 | ||
| 46 |
| Killer | Victim | |
|---|---|---|
| 55 | ||
| 62 | ||
| 72 | ||
| 60 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 26 | 7 | 2 | 1 | 5 kills | |||
| 22 | 5 | 1 | 1 | 5 kills | |||
| 16 | 2 | 2 | 2 | 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-Hunter-v3 between Red and Blue Team, ending 1-12 in favour of Blue Team.
The opening breakthrough came at 1:12 when -uh.Pr3DazZz scored for Blue Team. Blue Team created more scoring chances, converting 12 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:12, with -cide- finishing for Blue Team. That score set the closing shape of the match at 1-12.
-cide- stood out as the main objective influence with 18 grabs, 9 captures, 13 returns, and an MVP score of 1112. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 55 grabs, 25 pickups, 13 captures, 4 solos, 5 assists, 66 flag kills, 41 covers, 0 seals, 41 returns, 34 mid returns, 7 clutch returns, and 0 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 38% accuracy and 132 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 32 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.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 348 | 117 | 96 | 0 | 362 | 46.0 cm | 1.22 | 55% | 32% | 0:06 | |
| 302 | 132 | 97 | 0 | 357 | - | 1.36 | 58% | 38% | 0:06 | |
| Team Total | 650 | 249 | 193 | 0 | 719 | 46.0 cm | 1.29 | 56% | 35% | 0:14 |
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.
| 12 |
| 4 |
| 1 |
| 2 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 3 | 6 kills | |||||
| 3 | 5 kills | |||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 18 | 9 | 1 | 2 | 16 | 0/- | 663 | 14 | 12 | 12 | 0 | 13 | 2 | 1112 | |
| -🇬🇧 | Attacker | 15 | 3 | 3 | 2 | 10 | 0/- | 537 | 6 | 21 | 6 | 0 | 8 | 1 | 909 | |
| -🇬🇧 | Attacker | 8 | 0 | 1 | 0 | 23 | 0/- | 69 | 3 | 4 | 9 | 0 | 12 | 3 | 543 | |
| -🇬🇷 |
| Attacker |
| 14 |
| 1 |
| 0 |
| 0 |
| 17 |
| 0/- |
| 31 |
| 2 |
| 4 |
| 7 |
| 0 |
| 8 |
| 1 |
| 380 |
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 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 30000 | - | - | 61 | 63 | 65 | 0 | Minor variation | ||
| 30000 | - | - | 17 | 17 | 17 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 23 | 26 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.30x. Your grabs and running were a real strength, with 18 grabs turning into 9 caps and 2 solos. 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 | Well played, this was a fantastic performance at 1.96x. Your attacking play was strong, especially because you turned 15 grabs into 3 caps and 2 solos. You fought efficiently: 132-97 with a 1.36 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 | You had a huge game and played well above your usual level at 1.31x. As an attacker, you kept pressure on the enemy base with 8 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 98-127 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. | |
| Stable | Attacker | I think you had a steady game at 1.02x; one or two stronger moments would lift it nicely. Your attacking runs had purpose, with 14 grabs leading to 1 cap. I think survival was your main issue: 95-122 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. |