Unreal HeavenThe home of 2v2 and 3v3 iCTF22 May 2026, 19:19
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 396 | 193 | 109 | 0 | 397 | - | 1.77 | 64% | 49% | 0:06 | |
| 280 | 102 | 118 | 0 | 372 | 58.3 cm | 0.86 | 46% | 27% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 90 | ||
| 103 | ||
| 51 | ||
| 51 |
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 65 | ||
| 48 | ||
| 53 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 15 | 12 | 6 | 5 kills | |||
| 11 | 6 | 2 | 1 | 5 kills | |||
| 25 | 5 | 2 | 1 | 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-Misty between Red and Blue Team, ending 10-1 in favour of Red Team.
The opening breakthrough came at 0:25 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 10 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 9:53, with saxon finishing for Red Team. That score set the closing shape of the match at 10-1.
saxon stood out as the main objective influence with 16 grabs, 6 captures, 12 returns, and an MVP score of 1198. -uh.Pr3DazZz made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 53 grabs, 17 pickups, 11 captures, 6 solos, 3 assists, 59 flag kills, 45 covers, 0 seals, 40 returns, 29 mid returns, 11 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 49% accuracy and 193 kills.
Banter read: saxon was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: -uh.Pr3DazZz produced 4 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.
| 676 |
| 295 |
| 227 |
| 0 |
| 769 |
| 58.3 cm |
| 1.30 |
| 57% |
| 39% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 287 | 126 | 141 | 0 | 359 | - | 0.89 | 47% | 36% | 0:04 | |
| 172 | 101 | 154 | 0 | 383 | 20.3 cm | 0.66 | 40% | 26% | 0:04 | |
| Team Total | 459 | 227 | 295 | 0 | 742 | 20.3 cm | 0.77 | 43% | 31% | 0:09 |
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 |
| 2 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 9 kills | |||||
| 1 | 7 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 | 16 | 6 | 1 | 3 | 14 | 0/- | 653 | 7 | 15 | 10 | 0 | 12 | 2 | 1198 | |
| -🇬🇧 | Attacker | 14 | 4 | 2 | 2 | 11 | 0/- | 347 | 7 | 20 | 7 | 0 | 9 | 2 | 842 | |
| -🇬🇧 | Attacker | 16 | 1 | 0 | 1 | 25 | 0/- | 100 | 3 | 1 | 12 | 0 | 15 | 4 | 692 | |
| -🇳🇱 |
| Attacker |
| 7 |
| 0 |
| 0 |
| 0 |
| 9 |
| 0/- |
| 0 |
| 0 |
| 9 |
| 0 |
| 0 |
| 4 |
| 3 |
| 351 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 600 | 500Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 10 | 11 | 12 | 0 | Good connection | ||
| 30000 | - | - | 18 | 18 | 19 | 0 | Good connection | ||
| 25000 | 300 | 175Hz | 17 | 18 | 19 | 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 | Great game, this was a really strong performance from you at 2.75x. Your grabs and running were a real strength, with 16 grabs turning into 6 caps and 3 solos. You fought efficiently: 193-109 with a 1.77 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.79x. You looked dangerous whenever you got the flag, and 14 grabs led to 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.60x. Your flag work was one of your best areas, with 16 grabs producing 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 0.92x, with room to turn steady play into a bigger influence. 7 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 101-154 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |