Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Jul 2026, 02:19
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| saxonFB | 191 | 183 | 102 | 1 | 384 | - | 1.79 | 64% | 48% | 0:06 |
| Gochmer | 97 | 92 | 102 | 0 | 285 | - | 0.90 | 47% | 32% | 0:06 |
| Team Total | 288 | 275 | 204 | 1 | 669 | - | 1.35 | 57% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| saxon | Player4 | 91 |
| saxon | Broken_Soul | 92 |
| Gochmer | Player4 | 43 |
| Gochmer | Broken_Soul | 49 |
| Killer | Victim | |
|---|---|---|
| Player4 | saxon | 74 |
| Player4 | Gochmer | 80 |
| Broken_Soul | saxon | 28 |
| Broken_Soul | Gochmer | 22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 26 | 5 | 6 | 11 | 5 kills | ||
| Player4 | 21 | 10 | 4 | 5 | 5 kills | ||
| Gochmer | 13 | 4 | 2 | 4 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 7:16 when saxon scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established.
saxon stood out as the main objective influence with 2 grabs, 1 capture, 0 returns, and an MVP score of 239. Broken_Soul anchored the recovery work with 2 total returns.
Objective ledger for the match: 7 grabs, 3 pickups, 1 captures, 0 solos, 1 assists, 9 flag kills, 6 covers, 0 seals, 4 returns, 4 mid returns, 0 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 48% accuracy and 183 kills.
Banter read: saxon had the kind of objective influence that makes the losing team start reviewing every route choice.
Lama watch: saxon finished with 147 lama score from 183 kills and 18 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.
| 41% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Player4 | 166 | 154 | 134 | 0 | 385 | - | 1.15 | 53% | 40% | 0:04 |
| Broken_Soul | 66 | 50 | 141 | 0 | 249 | 58.3 cm | 0.35 | 26% | 20% | 0:04 |
| Team Total | 232 | 204 | 275 | 0 | 634 | 58.3 cm | 0.74 | 43% | 32% | 0:10 |
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.
| 4 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 8 | 9 kills | ||||
| Player4 | 3 | 6 kills | ||||
| Gochmer | 1 | 5 kills | ||||
| Broken_Soul | 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | saxon | Defender | 2 | 1 | 0 | 0 | 0 | 2/0 | 34 | 2 | 3 | 0 | 0 | 0 | 0 | 239 |
| - | Player4 | Defender | 2 | 0 | 0 | 0 | 0 | 5/4 | 0 | 0 | 0 | 2 | 0 | 2 | 0 | 202 |
| - | Gochmer | Defender | 3 | 0 | 1 | 0 | 0 | 0/- | 66 | 1 | 3 | 0 | 0 | 0 | 0 | 159 |
| - | Broken_Soul | Defender | 0 | 0 | 0 | 0 | 0 | 2/1 | 0 | 0 | 0 | 2 | 0 | 2 | 0 | 97 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| saxon | 30000 | 600 | 500Hz | 10 | 10 | 10 | 0 | Good connection | |
| Gochmer | 30000 | 155 | - | 21 | 22 | 22 | 0 | Good connection | |
| Broken_Soul | 25000 | 600 | 500Hz | 22 | 22 | 23 | 0 | Good connection | |
| Player4 | 30000 | - | - | 86 | 86 | 86 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Player4 | Godlike | Defender | Well played, this was a fantastic performance at 2.74x. Your defensive timing was good: 2 mid returns cut off runs at important moments. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| saxon | Godlike | Defender | I think this was one of your stronger performances, coming in at 1.44x. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. You fought efficiently: 183-102 with a 1.79 K/D, and I think you played your role in the team well. Next focus: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |
| Gochmer | Stable | Defender | I think you had a steady game at 0.99x; one or two stronger moments would lift it nicely. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. The support share was meaningful at 52%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Broken_Soul | Feeding | Defender | You had a tough match at 0.44x, well below your usual level, but I think it is fixable. Your defensive timing was good: 2 mid returns cut off runs at important moments. I think survival was your main issue: 50-141 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |