Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jun 2026, 23:59
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 365 | 161 | 141 | 0 | 412 | 20.3 cm | 1.14 | 53% | 41% | 0:04 | |
| 281 | 127 | 145 | 0 | 374 | 13.5 cm | 0.88 | 47% | 35% | 0:04 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 87 | ||
| 74 | ||
| 48 | ||
| 79 |
| Killer | Victim | |
|---|---|---|
| 91 | ||
| 99 | ||
| 50 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 10 | 7 | 7 | 5 kills | |||
| 21 | 14 | 3 | 5 | 5 kills | |||
| 20 | 6 | 3 | 3 | 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-Misty between Red and Blue Team, ending 10-4 in favour of Red Team.
The opening breakthrough came at 0:43 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 10 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 9:57, with pho` finishing for Red Team. That score set the closing shape of the match at 10-4.
-uh.StarzZz`- stood out as the main objective influence with 17 grabs, 7 captures, 10 returns, and an MVP score of 1225. saxon made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 53 grabs, 44 pickups, 14 captures, 1 solos, 9 assists, 83 flag kills, 37 covers, 0 seals, 37 returns, 26 mid returns, 11 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 48% accuracy and 190 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: saxon produced 5 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.
| 646 |
| 288 |
| 286 |
| 0 |
| 786 |
| 16.9 cm |
| 1.01 |
| 50% |
| 38% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 432 | 190 | 135 | 0 | 396 | - | 1.41 | 58% | 48% | 0:04 | |
| 192 | 96 | 153 | 0 | 319 | - | 0.63 | 39% | 33% | 0:04 | |
| Team Total | 624 | 286 | 288 | 0 | 715 | - | 0.99 | 50% | 41% | 0:09 |
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.
| 17 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 8 kills | |||||
| 2 | 6 kills | |||||
| 2 | 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 | 17 | 7 | 2 | 0 | 12 | 0/- | 894 | 18 | 7 | 8 | 0 | 10 | 1 | 1225 | |
| -🇬🇧 | Attacker | 12 | 3 | 1 | 1 | 37 | 0/- | 272 | 6 | 11 | 6 | 0 | 8 | 5 | 966 | |
| -🇬🇧 | Attacker | 10 | 3 | 5 | 0 | 21 | 0/- | 106 | 15 | 17 | 8 | 0 | 11 | 4 | 825 | |
| -🇳🇱 |
| Attacker |
| 14 |
| 1 |
| 1 |
| 0 |
| 13 |
| 0/- |
| 128 |
| 5 |
| 2 |
| 4 |
| 0 |
| 8 |
| 1 |
| 445 |
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 | 15 | 15 | 15 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 10 | 10 | 10 | 0 | Good connection | ||
| 30000 | 155 | - | 20 | 21 | 21 | 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 | You had a huge game and played well above your usual level at 2.17x. You were dangerous with the flag: 12 grabs led to 3 caps and 1 solo. You fought efficiently: 190-135 with a 1.41 K/D, and I think you played your role in the team well. 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 should be happy with this one; your performance was well above your usual level at 1.76x. You were dangerous with the flag: 17 grabs led to 7 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 | You played a really good game here and your 1.75x rating shows it. Your grabs and running were a real strength, with 10 grabs turning into 3 caps. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.12x rating. Your attacking runs had purpose, with 14 grabs leading to 1 cap. I think survival was your main issue: 96-153 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. |