Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Sept 2025, 16:29
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| localheroFB | 161 | 110 | 82 | 3 | 370 | - | 1.34 | 56% | 30% | 0:08 |
| Broken_Soul | 134 | 74 | 88 | 1 | 303 | 58.3 cm | 0.84 | 45% | 24% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| localhero | Neddy | 54 |
| localhero | .:RattuS:. | 56 |
| Broken_Soul | Neddy | 34 |
| Broken_Soul | .:RattuS:. | 40 |
| Killer | Victim | |
|---|---|---|
| Neddy | localhero | 75 |
| Neddy | Broken_Soul | 80 |
| .:RattuS:. | localhero | 7 |
| .:RattuS:. | Broken_Soul | 8 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| localhero | 16 | 5 | 1 | 1 | 5 kills | ||
| Neddy | 28 | 7 | 8 | 3 | 5 kills | ||
| Broken_Soul | 12 | 3 | 3 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 2-0 in favour of Red Team.
The opening breakthrough came at 4:50 when localhero scored for Red Team. Red Team created more scoring chances, converting 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 5:49, with localhero finishing for Red Team on a solo run. That score set the closing shape of the match at 2-0.
localhero stood out as the main objective influence with 10 grabs, 2 captures, 2 returns, and an MVP score of 381. Neddy anchored the recovery work with 8 total returns.
Objective ledger for the match: 27 grabs, 4 pickups, 2 captures, 2 solos, 0 assists, 29 flag kills, 13 covers, 0 seals, 17 returns, 17 mid returns, 0 clutch returns, and 0 cherry picks.
Neddy supplied the sharpest shooting numbers, finishing with 37% accuracy and 155 kills.
Banter read: localhero did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Lama watch: Neddy finished with 61 lama score from 155 kills and 47 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 | 295 | 184 | 170 | 4 | 673 | 58.3 cm | 1.08 | 52% | 27% | 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 231 | 155 | 88 | 0 | 417 | - | 1.76 | 64% | 37% | 0:07 |
| .:RattuS:. | 22 | 15 | 96 | 4 | 225 | - | 0.16 | 13% | 7% | 0:06 |
| Team Total | 253 | 170 | 184 | 4 | 642 | - | 0.92 | 48% | 27% | 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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| localhero | 2 | 1 | 13 kills | |||
| Neddy | 7 | 7 kills | ||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | localhero | Attacker | 10 | 2 | 0 | 2 | 3 | 0/- | 200 | 0 | 5 | 2 | 0 | 2 | 0 | 381 |
| - | Neddy | Attacker | 4 | 0 | 0 | 0 | 16 | 0/- | 0 | 1 | 1 | 8 | 0 | 8 | 0 | 342 |
| - | Broken_Soul | Attacker | 7 | 0 | 0 | 0 | 9 | 0/- | 0 | 2 | 6 | 6 | 0 | 6 | 0 | 252 |
| - | .:RattuS:. | Attacker | 6 | 0 | 0 | 0 | 1 | 0/- | 0 | 1 | 1 | 1 | 0 | 1 | 0 | 49 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 30000 | - | - | 12 | 13 | 14 | 0 | Good connection | |
| localhero | 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | |
| Neddy | 30000 | - | - | 37 | 38 | 39 | 0 | Good connection | |
| .:RattuS:. | 25000 | 0 | 0Hz | 49 | 51 | 62 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| localhero | Godlike | Attacker | Well played, this was a fantastic performance at 1.43x. Very strong flag running: you made 10 grabs count with 2 caps and 2 solos. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Neddy | Godlike | Attacker | Well played, this was a fantastic performance at 1.43x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 155-88 with a 1.76 K/D, and I think you played your role in the team well. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| Broken_Soul | Stable | Attacker | I think you had a steady game at 1.04x; one or two stronger moments would lift it nicely. You were active on attack with 7 grabs; I think your next step is turning more of those into safe runs. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| .:RattuS:. | Feeding | Attacker | You had a tough match at 0.22x, well below your usual level, but I think it is fixable. 6 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |