Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Sept 2025, 21:09
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 265 | 139 | 117 | 0 | 378 | - | 1.19 | 54% | 37% | 0:05 | |
| 165 | 67 | 144 | 0 | 276 | 58.3 cm | 0.47 | 32% | 24% | 0:04 | |
| Team Total | 430 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 77 | ||
| 38 | ||
| 29 |
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 69 | ||
| 37 | ||
| 75 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 4 | 5 | 5 | 5 kills | |||
| 15 | 6 | 5 | 3 | 5 kills | |||
| 12 | 10 | 3 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 2-7 in favour of Blue Team.
The opening breakthrough came at 0:54 when ownage scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:30, with localhero finishing for Red Team on a solo run. That score set the closing shape of the match at 2-7.
ownage stood out as the main objective influence with 14 grabs, 4 captures, 9 returns, and an MVP score of 839. localhero made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 43 grabs, 25 pickups, 9 captures, 3 solos, 6 assists, 58 flag kills, 30 covers, 0 seals, 32 returns, 28 mid returns, 4 clutch returns, and 0 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 38% accuracy and 149 kills.
Banter read: ownage did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: localhero produced 2 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.
| 206 |
| 261 |
| 0 |
| 654 |
| 58.3 cm |
| 0.79 |
| 44% |
| 32% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 290 | 149 | 100 | 0 | 399 | - | 1.49 | 60% | 38% | 0:06 | |
| 236 | 112 | 106 | 0 | 343 | 36.0 cm | 1.06 | 51% | 33% | 0:06 | |
| Team Total | 526 | 261 | 206 | 0 | 742 | 36.0 cm | 1.27 | 56% | 36% | 0:13 |
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.
| 9 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 6 kills | |||||
| 4 | 6 kills | |||||
| 2 | 6 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 | 4 | 2 | 1 | 11 | 0/- | 442 | 11 | 15 | 8 | 0 | 9 | 0 | 839 | |
| -🇬🇧 | Attacker | 12 | 3 | 3 | 1 | 10 | 0/- | 258 | 8 | 12 | 6 | 0 | 6 | 1 | 636 | |
| -🇬🇧 | Attacker | 9 | 2 | 0 | 1 | 21 | 0/- | 161 | 4 | 3 | 5 | 0 | 8 | 2 | 582 | |
| -🇬🇧 | Attacker | 8 | 0 | 1 | 0 | 16 | 0/- | 39 | 2 | 0 | 9 | 0 | 9 | 1 | 380 |
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 | - | - | 13 | 15 | 16 | 0 | Minor variation | ||
| 30000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 111 | 115 | 127 | 0 | Minor variation |
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 1.86x. Your attacking play was strong, especially because you turned 14 grabs into 4 caps and 1 solo. You fought efficiently: 149-100 with a 1.49 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 | Well played, this was a fantastic performance at 1.62x. Very strong flag running: you made 9 grabs count with 2 caps and 1 solo. 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.51x. Your attacking play was strong, especially because you turned 12 grabs into 3 caps and 1 solo. 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. | |
| Stable | Attacker | You were close to your usual level at 0.94x, with room to turn steady play into a bigger influence. You kept looking for the flag with 8 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 67-144 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |