Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Jul 2026, 17:45
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 310 | 144 | 115 | 0 | 334 | 20.3 cm | 1.25 | 56% | 43% | 0:05 | |
| 273 | 130 | 108 | 0 | 361 | 13.5 cm | 1.20 | 55% | 37% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 71 | ||
| 67 | ||
| 63 |
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 56 | ||
| 55 | ||
| 52 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 26 | 7 | 2 | 1 | 5 kills | |||
| 21 | 8 | 1 | 4 | 5 kills | |||
| 18 | 4 | 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 10-2 in favour of Red Team.
The opening breakthrough came at 0:33 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 10 of the 12 captures. Momentum changed hands 1 time as the scoreline developed. 6 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:50, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 10-2.
-uh.StarzZz`- stood out as the main objective influence with 20 grabs, 5 captures, 7 returns, and an MVP score of 1014. -cide- anchored the recovery work with 13 total returns.
Objective ledger for the match: 49 grabs, 25 pickups, 12 captures, 2 solos, 6 assists, 62 flag kills, 24 covers, 0 seals, 37 returns, 37 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 18 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Aim complaint: pho` hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
| Team Total |
| 583 |
| 274 |
| 223 |
| 0 |
| 695 |
| 16.9 cm |
| 1.23 |
| 55% |
| 40% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 221 | 116 | 140 | 0 | 344 | 46.0 cm | 0.83 | 45% | 34% | 0:04 | |
| 201 | 107 | 134 | 0 | 317 | 58.3 cm | 0.80 | 44% | 34% | 0:04 | |
| Team Total | 422 | 223 | 274 | 0 | 661 | 52.1 cm | 0.81 | 45% | 34% | 0:10 |
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.
| 19 |
| 3 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 4 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 20 | 5 | 3 | 1 | 8 | 0/- | 662 | 9 | 10 | 7 | 0 | 7 | 0 | 1014 | |
| -🇬🇧 | Attacker | 10 | 5 | 1 | 1 | 20 | 0/- | 338 | 5 | 10 | 10 | 0 | 10 | 0 | 851 | |
| -🇩🇪 | Attacker | 11 | 1 | 1 | 0 | 18 | 0/- | 67 | 7 | 0 | 13 | 0 | 13 | 0 | 491 | |
| -🇬🇧 |
| Attacker |
| 8 |
| 1 |
| 1 |
| 0 |
| 16 |
| 0/- |
| 133 |
| 4 |
| 4 |
| 7 |
| 0 |
| 7 |
| 0 |
| 431 |
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 | 16 | 17 | 20 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 22 | 23 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 22 | 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 were one of the players who shaped this match, finishing at 1.83x. Very strong flag running: you made 20 grabs count with 5 caps and 1 solo. 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 1.78x. Your attacking runs had purpose, with 10 grabs leading to 5 caps and 1 solo. You fought efficiently: 144-115 with a 1.25 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.27x. You looked dangerous whenever you got the flag, and 11 grabs led to 1 cap. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.17x. Very strong flag running: you made 8 grabs count with 1 cap. I think survival was your main issue: 107-134 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. |