Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Dec 2025, 21:45
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 381 | 126 | 93 | 0 | 376 | - | 1.35 | 58% | 35% | 0:16 | |
| 323 | 77 | 85 | 0 | 341 | 58.3 cm | 0.91 | 48% | 26% | 0:09 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 10 | 5 | 4 kills | ||||
| 8 | 1 | 1 | 5 kills | ||||
| 21 | 2 | 1 | 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-Hunter-v3 between Red and Blue Team, ending 11-2 in favour of Red Team.
The opening breakthrough came at 1:12 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 11 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:03, with -GoDeYe.PrT- finishing for Red Team on a solo run. That score set the closing shape of the match at 11-2.
Broken_Soul stood out as the main objective influence with 22 grabs, 8 captures, 11 returns, and an MVP score of 1289. -GoDeYe.PrT- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 70 grabs, 26 pickups, 13 captures, 5 solos, 5 assists, 82 flag kills, 41 covers, 0 seals, 56 returns, 45 mid returns, 11 clutch returns, and 0 cherry picks.
-GoDeYe.PrT- supplied the sharpest shooting numbers, finishing with 35% accuracy and 126 kills.
Banter read: Broken_Soul did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: -GoDeYe.PrT- produced 3 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.
| Team Total |
| 704 |
| 203 |
| 178 |
| 0 |
| 717 |
| 58.3 cm |
| 1.14 |
| 53% |
| 31% |
| 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 277 | 106 | 101 | 0 | 324 | 13.5 cm | 1.05 | 51% | 34% | 0:08 | |
| 172 | 72 | 102 | 0 | 240 | - | 0.71 | 41% | 30% | 0:08 | |
| Team Total | 449 | 178 | 203 | 0 | 564 | 13.5 cm | 0.88 | 47% | 32% | 0:16 |
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.
| 13 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 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 | 22 | 8 | 1 | 2 | 15 | 0/- | 734 | 10 | 13 | 10 | 0 | 11 | 3 | 1289 | |
| -🇵🇹 | Attacker | 12 | 3 | 4 | 2 | 27 | 0/- | 366 | 8 | 18 | 18 | 0 | 23 | 3 | 1189 | |
| -🇬🇧 | Attacker | 24 | 2 | 0 | 1 | 26 | 0/- | 167 | 6 | 1 | 11 | 0 | 16 | 3 | 692 | |
| -🇬🇧 |
| Attacker |
| 12 |
| 0 |
| 0 |
| 0 |
| 14 |
| 0/- |
| 33 |
| 2 |
| 9 |
| 6 |
| 0 |
| 6 |
| 2 |
| 385 |
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 | 14 | 15 | 0 | Good connection | ||
| 30000 | 399 | 280Hz | 37 | 38 | 38 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 14 | 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 | Well played, this was a fantastic performance at 2.13x. Your attacking play was strong, especially because you turned 22 grabs into 8 caps and 2 solos. 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 2.11x. You were dangerous with the flag: 12 grabs led to 3 caps and 2 solos. You fought efficiently: 126-93 with a 1.35 K/D, and I think you played your role in the team well. 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 1.42x. Very strong flag running: you made 24 grabs count with 2 caps and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You had a quieter game than normal at 0.86x; I think the useful part is that your improvement target is visible. As an attacker, you kept pressure on the enemy base with 12 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 72-102 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |