Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Jun 2026, 15:39
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 562 | 128 | 110 | 0 | 357 | 46.0 cm | 1.16 | 54% | 36% | 0:05 | |
| 508 | 113 | 110 | 0 | 346 | - | 1.03 | 51% | 35% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 6 | 3 | 2 | 5 kills | |||
| 19 | 7 | 4 | 5 kills | ||||
| 13 | 6 | 1 | 3 | 5 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((Revamp)) between Red and Blue Team, ending 15-10 in favour of Red Team.
The opening breakthrough came at 0:22 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 15 of the 25 captures. Momentum changed hands 1 time as the scoreline developed. 14 captures were completed solo.
Red 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 10:46, with -cide- finishing for Red Team. That score set the closing shape of the match at 15-10.
-cide- stood out as the main objective influence with 34 grabs, 11 captures, 27 returns, and an MVP score of 2133. Broken_Soul made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 133 grabs, 60 pickups, 25 captures, 9 solos, 11 assists, 167 flag kills, 44 covers, 0 seals, 107 returns, 64 mid returns, 43 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 124 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 50 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 13 close-save returns, also known as deleting someone else's highlight clip.
| 1070 |
| 241 |
| 220 |
| 0 |
| 703 |
| 46.0 cm |
| 1.10 |
| 52% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 506 | 124 | 119 | 0 | 350 | 13.5 cm | 1.04 | 51% | 37% | 0:05 | |
| 475 | 96 | 122 | 0 | 310 | 58.3 cm | 0.79 | 44% | 31% | 0:05 | |
| Team Total | 981 | 220 | 241 | 0 | 660 | 35.9 cm | 0.91 | 48% | 34% | 0:11 |
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 |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 4 | 7 kills | |||||
| 2 | 5 kills | |||||
| 4 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 34 | 11 | 1 | 4 | 41 | 0/- | 900 | 16 | 16 | 19 | 0 | 27 | 9 | 2133 | |
| -🇬🇧 | Attacker | 33 | 4 | 5 | 2 | 45 | 0/- | 600 | 14 | 8 | 19 | 0 | 29 | 9 | 1896 | |
| -🇬🇧 | Attacker | 47 | 5 | 2 | 0 | 37 | 0/- | 689 | 15 | 17 | 14 | 0 | 23 | 12 | 1724 | |
| -🇬🇧 | Attacker | 19 | 5 | 3 | 3 | 44 | 0/- | 311 | 15 | 3 | 12 | 0 | 28 | 13 | 1300 |
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 | - | - | 18 | 18 | 18 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 22 | 24 | 29 | 0 | Sawtooth variation | ||
| 30000 | - | - | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 16 | 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 2.42x. Very strong flag running: you made 34 grabs count with 11 caps and 4 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You played a really good game here and your 2.15x rating shows it. You carried real threat on attack, turning 33 grabs into 4 caps and 2 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.95x. Your attacking play was strong, especially because you turned 47 grabs into 5 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.81x. Your grabs and running were a real strength, with 19 grabs turning into 5 caps and 3 solos. I think survival was your main issue: 96-122 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. |