Unreal HeavenThe home of 2v2 and 3v3 iCTF5 May 2026, 18:06
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 129 | 99 | 108 | 3 | 329 | 46.0 cm | 0.92 | 47% | 30% | 0:06 |
| Team Total | 129 | 99 | 108 | 3 | 329 | 46.0 cm | 0.92 | 48% | 30% | 0:06 |
| Player | Score | Kills | Deaths |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Zo-^ | 19 | 5 | 2 | 4 kills | |||
| -cide- | 14 | 2 | 3 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Zo-^ | 3 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 0-1 in favour of Blue Team.
The opening breakthrough came at 5:48 when Zo-^ scored for Blue Team. Blue Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
-cide- made the biggest clutch contribution, recording 1 close-save return.
Zo-^ supplied the sharpest shooting numbers, finishing with 32% accuracy and 108 kills.
Clutch desk: -cide- produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| Zo-^ | 166 | 108 | 99 | 0 | 342 | - | 1.09 | 52% | 32% | 0:06 |
| Team Total | 166 | 108 | 99 | 0 | 342 | - | 1.09 | 52% | 32% | 0:07 |
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.
| 7 kills |
| -cide- | 2 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Zo-^ | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 166 |
| - | -cide- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 129 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 30 | 31 | 31 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 47 | 49 | 52 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Zo-^ | Dominating | Attacker | You played well and finished above your usual level at 1.24x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| -cide- | Stable | Attacker | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |