Unreal HeavenThe home of 2v2 and 3v3 iCTF25 May 2026, 01:39
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 495 | 129 | 122 | 0 | 329 | 13.5 cm | 1.06 | 51% | 40% | 0:05 | |
| 481 | 123 | 140 | 0 | 330 | 20.3 cm | 0.88 | 47% | 37% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 69 | ||
| 61 | ||
| 62 |
| Killer | Victim | |
|---|---|---|
| 82 | ||
| 93 | ||
| 40 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 12 | 4 | 6 | 5 kills | |||
| 24 | 7 | 2 | 1 | 5 kills | |||
| 20 | 8 | 1 | 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-andACTION((Revamp)) between Red and Blue Team, ending 14-8 in favour of Red Team.
The opening breakthrough came at 0:27 when saxon scored for Blue Team. Red Team created more scoring chances, converting 14 of the 22 captures. Momentum changed hands 3 times as the scoreline developed. 12 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 10:43, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 14-8.
saxon stood out as the main objective influence with 25 grabs, 4 captures, 27 returns, and an MVP score of 1859. saxon made the biggest clutch contribution, recording 18 close-save returns.
Objective ledger for the match: 115 grabs, 64 pickups, 22 captures, 8 solos, 9 assists, 155 flag kills, 46 covers, 0 seals, 91 returns, 50 mid returns, 41 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 50% accuracy and 175 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 18 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.
| Team Total |
| 976 |
| 252 |
| 262 |
| 0 |
| 659 |
| 16.9 cm |
| 0.96 |
| 49% |
| 38% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 634 | 175 | 121 | 0 | 349 | - | 1.45 | 59% | 50% | 0:05 | |
| 342 | 87 | 131 | 0 | 282 | 58.3 cm | 0.66 | 40% | 31% | 0:05 | |
| Team Total | 976 | 262 | 252 | 0 | 631 | 58.3 cm | 1.04 | 51% | 42% | 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.
| 15 |
| 2 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 10 kills | ||||
| 2 | 8 kills | |||||
| 2 | 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 | 25 | 4 | 1 | 1 | 53 | 0/- | 388 | 16 | 15 | 13 | 0 | 27 | 18 | 1859 | |
| -🇬🇧 | Attacker | 30 | 7 | 3 | 3 | 36 | 0/- | 781 | 20 | 14 | 14 | 0 | 25 | 7 | 1844 | |
| -🇬🇧 | Attacker | 30 | 7 | 3 | 3 | 39 | 0/- | 619 | 15 | 9 | 17 | 0 | 21 | 8 | 1578 | |
| -🇬🇧 | Attacker | 30 | 4 | 2 | 1 | 27 | 0/- | 412 | 13 | 8 | 6 | 0 | 18 | 8 | 1080 |
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 | 16 | 16 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 10 | 11 | 11 | 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 played a really good game here and your 2.65x rating shows it. Your attacking play was strong, especially because you turned 25 grabs into 4 caps and 1 solo. You fought efficiently: 175-121 with a 1.45 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 | You made a clear difference in this match and finished well above your normal level at 2.11x. Your attacking runs had purpose, with 30 grabs leading to 7 caps and 3 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | This was excellent work from you, with your match rating landing at 1.92x. You were dangerous with the flag: 30 grabs led to 7 caps and 3 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | Well played, this was a fantastic performance at 1.46x. Your flag work was one of your best areas, with 30 grabs producing 4 caps and 1 solo. I think survival was your main issue: 87-131 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. |