Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Jul 2025, 22:56
AndAction2020
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 378 | 132 | 98 | 0 | 348 | - | 1.35 | 57% | 39% | 0:06 | |
| 337 | 108 | 101 | 0 | 319 | 13.5 cm | 1.07 | 52% | 36% | 0:06 | |
| Team Total | 715 | 240 | 199 | 0 | 667 | 13.5 cm | 1.21 | 55% | 38% | 0:13 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 74 | ||
| 58 | ||
| 48 | ||
| 60 |
| Killer | Victim | |
|---|---|---|
| 49 | ||
| 47 | ||
| 49 | ||
| 54 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 7 | 3 | 2 | 5 kills | |||
| 16 | 4 | 2 | 1 | 5 kills | |||
| 16 | 6 | 1 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-AndAction2020 between Red and Blue Team, ending 13-2 in favour of Red Team.
The opening breakthrough came at 0:12 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 13 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:52, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 13-2.
-uh.StarzZz`- stood out as the main objective influence with 19 grabs, 5 captures, 15 returns, and an MVP score of 1221. -uh.StarzZz`- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 70 grabs, 22 pickups, 15 captures, 4 solos, 7 assists, 75 flag kills, 26 covers, 0 seals, 52 returns, 47 mid returns, 5 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 39% accuracy and 132 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.StarzZz`- produced 2 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 237 | 96 | 122 | 0 | 295 | - | 0.79 | 44% | 33% | 0:05 | |
| 171 | 103 | 118 | 0 | 342 | - | 0.87 | 47% | 32% | 0:05 | |
| Team Total | 408 | 199 | 240 | 0 | 637 | - | 0.83 | 45% | 32% | 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.
| 17 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 2 | 6 kills | |||||
| 4 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 | 19 | 5 | 4 | 2 | 19 | 0/- | 725 | 6 | 7 | 13 | 0 | 15 | 2 | 1221 | |
| -🇺🇸 | Attacker | 14 | 8 | 1 | 2 | 24 | 0/- | 575 | 7 | 9 | 18 | 0 | 19 | 1 | 1176 | |
| -🇬🇧 | Attacker | 7 | 0 | 2 | 0 | 22 | 0/- | 98 | 5 | 7 | 9 | 0 | 11 | 2 | 488 | |
| -🇬🇧 |
| Attacker |
| 30 |
| 2 |
| 0 |
| 0 |
| 10 |
| 0/- |
| 102 |
| 4 |
| 3 |
| 7 |
| 0 |
| 7 |
| 0 |
| 394 |
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 | 238 | 238Hz | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | 0 | 240Hz | 96 | 98 | 100 | 0 | Good connection | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 19 | 21 | 23 | 0 | Sawtooth 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 2.22x. Your flag work was one of your best areas, with 14 grabs producing 8 caps and 2 solos. You fought efficiently: 132-98 with a 1.35 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 put together a top-level game here and finished at 2.00x. Your flag work was one of your best areas, with 19 grabs producing 5 caps and 2 solos. 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 | You put together a top-level game here and finished at 1.26x. 7 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: 96-122 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. | |
| Stable | Attacker | You were close to your usual level at 1.01x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 30 grabs leading to 2 caps. 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. |