Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Sept 2025, 16:18
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 364 | 134 | 68 | 0 | 358 | - | 1.97 | 66% | 37% | 0:09 | |
| 118 | 20 | 94 | 0 | 163 | - | 0.21 | 18% | 13% | 0:07 | |
| Team Total | 482 | 154 | 162 | 0 | 521 | - | 0.95 | 49% | 30% | 0:17 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 66 | ||
| 68 | ||
| 10 | ||
| 10 |
| Killer | Victim | |
|---|---|---|
| 43 | ||
| 58 | ||
| 25 | ||
| 36 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 6 | 6 | 4 kills | ||||
| 11 | 3 | 2 | 1 | 5 kills | |||
| 9 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-F_RIFK_66 between Red and Blue Team, ending 3-10 in favour of Blue Team.
The opening breakthrough came at 0:57 when localhero scored for Red Team. Blue Team created more scoring chances, converting 10 of the 13 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Blue 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 10:49, with Broken_Soul finishing for Blue Team. That score set the closing shape of the match at 3-10.
Broken_Soul stood out as the main objective influence with 21 grabs, 8 captures, 9 returns, and an MVP score of 1082. Neddy made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 63 grabs, 31 pickups, 13 captures, 4 solos, 5 assists, 79 flag kills, 22 covers, 0 seals, 48 returns, 33 mid returns, 15 clutch returns, and 0 cherry picks.
localhero supplied the sharpest shooting numbers, finishing with 37% accuracy and 134 kills.
Banter read: Broken_Soul was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: Neddy produced 7 close-save returns, also known as deleting someone else's highlight clip.
Blue 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 296 | 101 | 76 | 0 | 329 | - | 1.33 | 57% | 31% | 0:08 | |
| 261 | 61 | 78 | 0 | 252 | 58.3 cm | 0.78 | 44% | 26% | 0:08 | |
| Team Total | 557 | 162 | 154 | 0 | 581 | 58.3 cm | 1.05 | 51% | 29% | 0:17 |
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.
| 3 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 1 | 11 kills | ||||
| 3 | 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 | 21 | 8 | 1 | 3 | 14 | 0/- | 632 | 11 | 2 | 6 | 0 | 9 | 2 | 1082 | |
| -🇸🇪 | Attacker | 17 | 2 | 3 | 0 | 20 | 0/- | 368 | 7 | 11 | 6 | 0 | 12 | 7 | 1001 | |
| -🇬🇧 | Attacker | 16 | 3 | 0 | 1 | 36 | 0/- | 256 | 7 | 8 | 18 | 0 | 20 | 1 | 947 | |
| -🇳🇴 | Attacker | 9 | 0 | 1 | 0 | 9 | 0/- | 44 | 6 | 1 | 3 | 0 | 7 | 5 | 355 |
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 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 49 | 51 | 59 | 0 | Variable ping | ||
| 30000 | - | - | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 30 | 32 | 33 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.15x. You looked dangerous whenever you got the flag, and 16 grabs led to 3 caps and 1 solo. You fought efficiently: 134-68 with a 1.97 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 | You should be happy with this one; your performance was well above your usual level at 1.90x. Your attacking play was strong, especially because you turned 21 grabs into 8 caps and 3 solos. I think survival was your main issue: 61-78 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.71x. Your flag work was one of your best areas, with 17 grabs producing 2 caps. You fought efficiently: 101-76 with a 1.33 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. | |
| Stable | Attacker | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. You were active on attack with 9 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 20-94 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. |