Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Aug 2025, 16:24
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 465 | 140 | 128 | 0 | 345 | - | 1.09 | 52% | 41% | 0:05 | |
| 415 | 108 | 155 | 0 | 292 | 20.3 cm | 0.70 | 41% | 37% | 0:04 | |
| Team Total | 880 | 248 | 283 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 69 | ||
| 48 | ||
| 60 |
| Killer | Victim | |
|---|---|---|
| 77 | ||
| 94 | ||
| 51 | ||
| 61 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 11 | 2 | 5 | 5 kills | |||
| 24 | 10 | 2 | 8 | 5 kills | |||
| 15 | 9 | 1 | 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-SmallMountain between Red and Blue Team, ending 12-18 in favour of Blue Team.
The opening breakthrough came at 0:20 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 18 of the 30 captures. The scoring pattern stayed relatively stable once the first lead was established. 23 captures were completed solo.
The final capture arrived at 10:48, with JugzZz finishing for Red Team on a solo run. That score set the closing shape of the match at 12-18.
-uh.StarzZz`- stood out as the main objective influence with 40 grabs, 11 captures, 25 returns, and an MVP score of 1998. ath anchored the recovery work with 32 total returns.
Objective ledger for the match: 141 grabs, 39 pickups, 30 captures, 20 solos, 7 assists, 149 flag kills, 62 covers, 0 seals, 109 returns, 109 mid returns, 0 clutch returns, and 0 cherry picks.
JugzZz supplied the sharpest shooting numbers, finishing with 41% accuracy and 140 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.
Aim complaint: JugzZz hit 41% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 0 |
| 637 |
| 20.3 cm |
| 0.88 |
| 47% |
| 39% |
| 0:09 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 513 | 171 | 119 | 0 | 424 | - | 1.44 | 59% | 40% | 0:05 | |
| 497 | 112 | 129 | 0 | 330 | 13.5 cm | 0.87 | 46% | 34% | 0:05 | |
| Team Total | 1010 | 283 | 248 | 0 | 754 | 13.5 cm | 1.14 | 53% | 38% | 0:11 |
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.
| 14 |
| 4 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 4 | 7 kills | |||||
| 1 | 5 kills | |||||
| 3 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 | 40 | 11 | 3 | 9 | 31 | 0/- | 1033 | 13 | 17 | 25 | 0 | 25 | 0 | 1998 | |
| -🇳🇱 | Attacker | 31 | 7 | 1 | 4 | 40 | 0/- | 767 | 12 | 23 | 32 | 0 | 32 | 0 | 1839 | |
| -🇺🇸 | Attacker | 36 | 5 | 2 | 3 | 41 | 0/- | 663 | 8 | 17 | 25 | 0 | 25 | 0 | 1476 | |
| -🇬🇧 | Attacker | 34 | 7 | 1 | 4 | 37 | 0/- | 537 | 6 | 5 | 27 | 0 | 27 | 0 | 1259 |
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 | 9999 | 360Hz | 95 | 96 | 99 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 13 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | - | - | 28 | 31 | 39 | 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 | You were one of the players who shaped this match, finishing at 2.21x. You ran the flag well and gave your team end product: 11 caps and 9 solos from 40 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 | Great game, this was a really strong performance from you at 1.97x. Excellent flag running from you: 36 grabs became 5 caps and 3 solos. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.92x. Your attacking runs had purpose, with 31 grabs leading to 7 caps and 4 solos. You fought efficiently: 171-119 with a 1.44 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 were one of the players who shaped this match, finishing at 1.58x. Very strong flag running: you made 34 grabs count with 7 caps and 4 solos. I think survival was your main issue: 108-155 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. |