Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Apr 2026, 02:21
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 263 | 103 | 134 | 0 | 344 | - | 0.77 | 43% | 30% | 0:04 | |
| 231 | 96 | 138 | 0 | 315 | 36.0 cm | 0.70 | 41% | 31% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 42 | ||
| 61 | ||
| 58 | ||
| 38 |
| Killer | Victim | |
|---|---|---|
| 79 | ||
| 94 | ||
| 55 | ||
| 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 9 | 6 | 6 | 5 kills | |||
| 15 | 3 | 4 | 4 kills | ||||
| 16 | 3 | 4 | 4 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 3-15 in favour of Blue Team.
The opening breakthrough came at 1:27 when _-=Pr3dazZz=- scored for Red Team. Blue Team created more scoring chances, converting 15 of the 18 captures. Momentum changed hands 1 time as the scoreline developed. 11 captures were 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 10:32, with Broken_Soul finishing for Blue Team. That score set the closing shape of the match at 3-15.
newut stood out as the main objective influence with 14 grabs, 6 captures, 11 returns, and an MVP score of 1249. aMpEnergy made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 64 grabs, 31 pickups, 18 captures, 5 solos, 7 assists, 76 flag kills, 50 covers, 0 seals, 45 returns, 36 mid returns, 9 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 41% accuracy and 173 kills.
Banter read: newut had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: aMpEnergy produced 4 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.
| 494 |
| 199 |
| 272 |
| 0 |
| 659 |
| 36.0 cm |
| 0.73 |
| 42% |
| 30% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 433 | 173 | 100 | 0 | 420 | - | 1.73 | 63% | 41% | 0:06 | |
| 345 | 99 | 99 | 1 | 342 | 58.3 cm | 1.00 | 50% | 29% | 0:06 | |
| Team Total | 778 | 272 | 199 | 1 | 762 | 58.3 cm | 1.37 | 58% | 36% | 0:14 |
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.
| 13 |
| 4 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 6 kills | |||||
| 3 | 6 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 | 14 | 6 | 4 | 2 | 22 | 0/- | 804 | 9 | 25 | 9 | 0 | 11 | 1 | 1249 | |
| -🇬🇧 | Attacker | 24 | 9 | 3 | 3 | 13 | 0/- | 696 | 10 | 16 | 10 | 0 | 12 | 3 | 1176 | |
| -🇺🇸 | Attacker | 15 | 2 | 0 | 0 | 22 | 0/- | 200 | 7 | 3 | 7 | 0 | 9 | 4 | 722 | |
| -🇬🇧 |
| Attacker |
| 11 |
| 1 |
| 0 |
| 0 |
| 19 |
| 0/- |
| 100 |
| 5 |
| 6 |
| 10 |
| 0 |
| 13 |
| 1 |
| 536 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 290 | 0Hz | 101 | 101 | 101 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 15 | 16 | 18 | 0 | Minor variation | ||
| 20000 | - | - | 20 | 21 | 22 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 93 | 94 | 97 | 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 | Great game, this was a really strong performance from you at 2.35x. Very strong flag running: you made 14 grabs count with 6 caps and 2 solos. You fought efficiently: 173-100 with a 1.73 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 2.17x. You ran the flag well and gave your team end product: 9 caps and 3 solos from 24 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.51x. You looked dangerous whenever you got the flag, and 15 grabs led to 2 caps. I think survival was your main issue: 103-134 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. | |
| Stable | Attacker | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 11 grabs leading to 1 cap. I think survival was your main issue: 96-138 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |