Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Oct 2025, 21:43
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 296 | 193 | 124 | 0 | 417 | - | 1.56 | 61% | 49% | 0:05 | |
| 241 | 103 | 131 | 0 | 359 | 58.3 cm | 0.79 | 44% | 29% | 0:05 | |
| Team Total | 537 | 296 | 255 | 0 | 776 | 58.3 cm | 1.16 | 54% | 40% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 90 | ||
| 103 | ||
| 57 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 5 | 12 | 8 | 5 kills | |||
| 8 | 14 | 9 | 3 | 5 kills | |||
| 11 | 9 | 2 | 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 3-0 in favour of Red Team.
The opening breakthrough came at 2:27 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:36, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 3-0.
Broken_Soul stood out as the main objective influence with 13 grabs, 3 captures, 9 returns, and an MVP score of 673. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 46 grabs, 20 pickups, 3 captures, 0 solos, 2 assists, 63 flag kills, 23 covers, 0 seals, 41 returns, 34 mid returns, 7 clutch returns, and 0 cherry picks.
-MaDTeTa.PrT- supplied the sharpest shooting numbers, finishing with 49% accuracy and 193 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: -MaDTeTa.PrT- finished with 55 lama score from 193 kills and 69 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.
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 267 | 163 | 147 | 0 | 407 | 20.3 cm | 1.11 | 53% | 42% | 0:04 | |
| 189 | 92 | 149 | 0 | 320 | 36.0 cm | 0.62 | 38% | 29% | 0:04 | |
| Team Total | 456 | 255 | 296 | 0 | 727 | 28.1 cm | 0.86 | 46% | 36% | 0:08 |
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.
| 16 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 2 | 10 kills | ||||
| 4 | 6 kills | |||||
| 4 kills | ||||||
| 3 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 | 13 | 3 | 0 | 0 | 12 | 0/- | 202 | 9 | 4 | 8 | 0 | 9 | 4 | 673 | |
| -🇵🇹 | Attacker | 13 | 0 | 2 | 0 | 16 | 0/- | 98 | 3 | 11 | 7 | 0 | 10 | 0 | 548 | |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 18 | 0/- | 0 | 5 | 6 | 10 | 0 | 13 | 2 | 486 | |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 17 | 0/- | 0 | 3 | 2 | 9 | 0 | 9 | 1 | 376 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 35000 | - | - | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | - | - | 46 | 48 | 49 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 8 | 9 | 10 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 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 | You should be happy with this one; your performance was well above your usual level at 1.59x. Your flag work was one of your best areas, with 13 grabs producing 3 caps. I think survival was your main issue: 103-131 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.54x. You were active on attack with 13 grabs; I think your next step is turning more of those into safe runs. You fought efficiently: 193-124 with a 1.56 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 were one of the players who shaped this match, finishing at 1.37x. Your flag pressure was good with 10 grabs, and working closer with your team would make those grabs more dangerous. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | You played around your normal level at 1.02x, so your focus should be small improvements rather than a full reset. 10 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: 92-149 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. |