Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Feb 2026, 00:52
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 218 | 119 | 109 | 0 | 368 | - | 1.09 | 52% | 32% | 0:06 | |
| 207 | 131 | 119 | 0 | 436 | 13.5 cm | 1.10 | 52% | 34% | 0:05 | |
| Team Total | 425 | 250 | 228 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 68 | ||
| 70 | ||
| 61 |
| Killer | Victim | |
|---|---|---|
| 68 | ||
| 76 | ||
| 41 | ||
| 43 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 27 | 5 | 4 | 1 | 5 kills | |||
| 17 | 7 | 1 | 3 | 5 kills | |||
| 25 | 2 | 4 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 1-2 in favour of Blue Team.
The opening breakthrough came at 5:42 when localhero scored for Red Team. Blue Team created more scoring chances, converting 2 of the 3 captures. Momentum changed hands 1 time as the scoreline developed. 1 capture was completed solo.
Blue 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 9:36, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-2.
pho` stood out as the main objective influence with 9 grabs, 2 captures, 16 returns, and an MVP score of 658. Broken_Soul made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 54 grabs, 14 pickups, 3 captures, 0 solos, 2 assists, 65 flag kills, 10 covers, 0 seals, 50 returns, 46 mid returns, 4 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 40% accuracy and 144 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: Broken_Soul produced 2 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 |
| 804 |
| 13.5 cm |
| 1.10 |
| 52% |
| 33% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 307 | 144 | 121 | 0 | 359 | 20.3 cm | 1.19 | 54% | 40% | 0:05 | |
| 172 | 84 | 129 | 0 | 405 | 58.3 cm | 0.65 | 39% | 25% | 0:05 | |
| Team Total | 479 | 228 | 250 | 0 | 764 | 39.3 cm | 0.91 | 48% | 32% | 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.
| 12 |
| 5 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 3 | 7 kills | |||||
| 3 | 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 | 9 | 2 | 0 | 0 | 24 | 0/- | 90 | 3 | 4 | 12 | 0 | 16 | 2 | 658 | |
| -🇬🇧 | Attacker | 17 | 0 | 1 | 0 | 13 | 0/- | 110 | 1 | 0 | 10 | 0 | 10 | 2 | 506 | |
| -🇬🇧 | Attacker | 11 | 1 | 0 | 0 | 17 | 0/- | 100 | 4 | 2 | 11 | 0 | 11 | 0 | 461 | |
| -🇬🇧 |
| Attacker |
| 17 |
| 0 |
| 1 |
| 0 |
| 11 |
| 0/- |
| 0 |
| 6 |
| 4 |
| 13 |
| 0 |
| 13 |
| 0 |
| 450 |
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 | 8 | 9 | 10 | 0 | Good connection | ||
| 30000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 30000 | - | - | 17 | 18 | 19 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 24 | 25 | 25 | 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 | Well played, this was a fantastic performance at 1.65x. You carried real threat on attack, turning 9 grabs into 2 caps. Aim was a real positive at 40% 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 made a clear difference in this match and finished well above your normal level at 1.34x. You carried real threat on attack, turning 11 grabs into 1 cap. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You had a positive match and your 1.23x rating backs that up. As an attacker, you kept pressure on the enemy base with 17 grabs; your next jump is converting more of those starts into completed runs. 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. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.19x. You kept looking for the flag with 17 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 84-129 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. |