Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Aug 2025, 11:48
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 429 | 134 | 104 | 0 | 393 | 13.5 cm | 1.29 | 56% | 35% | 0:06 | |
| 409 | 138 | 115 | 0 | 384 | 20.3 cm | 1.20 | 55% | 36% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 69 | ||
| 57 | ||
| 81 |
| Killer | Victim | |
|---|---|---|
| 56 | ||
| 64 | ||
| 48 | ||
| 51 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 8 | 2 | 4 | 5 kills | |||
| 19 | 7 | 4 | 3 | 5 kills | |||
| 15 | 5 | 5 | 1 | 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 18-0 in favour of Red Team.
The opening breakthrough came at 1:28 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 18 of the 18 captures. The scoring pattern stayed relatively stable once the first lead was established. 11 captures were completed solo.
The final capture arrived at 10:53, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 18-0.
-uh.StarzZz`- stood out as the main objective influence with 19 grabs, 11 captures, 12 returns, and an MVP score of 1655. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 64 grabs, 32 pickups, 18 captures, 8 solos, 6 assists, 78 flag kills, 49 covers, 0 seals, 46 returns, 37 mid returns, 9 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 36% accuracy and 138 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 22 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 3 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 |
| 838 |
| 272 |
| 219 |
| 0 |
| 777 |
| 16.9 cm |
| 1.24 |
| 55% |
| 36% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 246 | 120 | 122 | 0 | 368 | 46.0 cm | 0.98 | 50% | 33% | 0:05 | |
| 207 | 99 | 150 | 0 | 355 | 58.3 cm | 0.66 | 40% | 28% | 0:04 | |
| Team Total | 453 | 219 | 272 | 0 | 723 | 52.1 cm | 0.81 | 45% | 31% | 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.
| 14 |
| 4 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 19 | 11 | 4 | 6 | 16 | 0/- | 1233 | 15 | 15 | 9 | 0 | 12 | 2 | 1655 | |
| -🇬🇧 | Attacker | 17 | 7 | 2 | 2 | 21 | 0/- | 567 | 8 | 24 | 14 | 0 | 16 | 3 | 1221 | |
| -🇬🇧 | Attacker | 11 | 0 | 0 | 0 | 16 | 0/- | 0 | 4 | 5 | 7 | 0 | 8 | 3 | 408 | |
| -🇭🇺 | Attacker | 17 | 0 | 0 | 0 | 25 | 0/- | 0 | 5 | 5 | 7 | 0 | 10 | 1 | 399 |
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 | 12 | 14 | 16 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | - | - | 13 | 15 | 18 | 0 | Rhythmic fluctuation | ||
| 30000 | 360 | 240Hz | 45 | 46 | 47 | 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 | I think this was one of your stronger performances, coming in at 2.51x. You carried real threat on attack, turning 19 grabs into 11 caps and 6 solos. You fought efficiently: 134-104 with a 1.29 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You put together a top-level game here and finished at 2.05x. Your flag work was one of your best areas, with 17 grabs producing 7 caps and 2 solos. 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 were sharp in this match and pushed above your usual level at 1.13x. 17 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Stable | Attacker | You were close to your usual level at 0.95x, with room to turn steady play into a bigger influence. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 99-150 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |