Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Oct 2025, 23:14
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 401 | 201 | 164 | 0 | 495 | - | 1.23 | 55% | 42% | 0:16 | |
| 138 | 60 | 84 | 0 | 224 | 58.3 cm | 0.71 | 42% | 27% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 37 | 9 | 1 | 1 | 5 kills | |||
| 7 | 1 | 1 | 4 kills | ||||
| 8 | 1 | 4 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 2:06 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:48, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 4-0.
newut stood out as the main objective influence with 12 grabs, 1 capture, 22 returns, and an MVP score of 840. aMpEnergy made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 50 grabs, 21 pickups, 4 captures, 0 solos, 2 assists, 67 flag kills, 13 covers, 0 seals, 46 returns, 41 mid returns, 5 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 42% accuracy and 201 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.
Lama watch: pho` finished with 2 lama score from 92 kills and 45 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total | 539 | 261 | 248 | 0 | 719 | 58.3 cm | 1.05 | 51% | 37% | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 156 | 72 | 80 | 0 | 226 | 13.5 cm | 0.90 | 47% | 34% | 0:08 | |
| 142 | 92 | 87 | 0 | 252 | 20.3 cm | 1.06 | 51% | 37% | 0:07 | |
| 133 | 84 | 94 | 0 | 273 | - | 0.89 | 47% | 32% | 0:07 | |
| Team Total | 431 | 248 | 261 | 0 | 751 | 16.9 cm | 0.95 | 49% | 34% | 0:23 |
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 |
| 3 |
| 1 |
| 5 kills |
| 15 | 8 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 1 | 7 kills | ||||
| 1 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 12 | 1 | 2 | 0 | 30 | 0/- | 0 | 6 | 10 | 21 | 0 | 22 | 0 | 840 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 15/4 | 0 | 2 | 0 | 9 | 0 | 10 | 0 | 410 | |
| -🇬🇧 | Attacker | 12 | 3 | 0 | 0 | 5 | 0/- | 0 | 6 | 2 | 4 | 0 | 4 | 1 | 353 | |
| -🇺🇸 | Attacker | 16 | 0 | 0 | 0 | 6 | 0/- | 0 | 2 | 1 | 2 | 0 | 3 | 3 | 323 | |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 11 | 0/- | 0 | 5 | 0 | 5 | 0 | 7 | 1 | 320 |
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 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 101 | 108 | 119 | 0 | Variable ping | ||
| 30000 | 238 | 238Hz | 13 | 15 | 18 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 99 | 101 | 102 | 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 | This was excellent work from you, with your match rating landing at 2.52x. You were dangerous with the flag: 12 grabs led to 1 cap. Aim was a real positive at 42% 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. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.17x. Your flag pressure was good with 16 grabs, and working closer with your team would make those grabs more dangerous. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. Your grabs and running were a real strength, with 12 grabs turning into 3 caps. I think survival was your main issue: 60-84 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. | |
| Stable | Defender | I think you had a steady game at 0.99x; one or two stronger moments would lift it nicely. You helped keep the score under control with 9 mid returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Struggling | Attacker | You dipped below your usual level at 0.87x, but I think there are clear areas you can tighten next match. You were active on attack with 10 grabs; I think your next step is turning more of those into safe runs. You did make some good returns, and those stops helped your team stay in the game. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |