Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Mar 2026, 16:57
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 347 | 166 | 64 | 0 | 498 | - | 2.59 | 72% | 36% | 0:10 | |
| 303 | 98 | 91 | 0 | 326 | 13.5 cm | 1.08 | 52% | 32% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 9 | 4 | 7 | 5 kills | |||
| 31 | 8 | 5 | 1 | 5 kills | |||
| 16 | 5 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-AndAction-V between Red and Blue Team, ending 13-4 in favour of Red Team.
The opening breakthrough came at 0:26 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 13 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:56, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 13-4.
-cide- stood out as the main objective influence with 26 grabs, 2 captures, 27 returns, and an MVP score of 996. -cide- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 73 grabs, 47 pickups, 17 captures, 2 solos, 12 assists, 102 flag kills, 74 covers, 6 seals, 55 returns, 0 mid returns, 12 clutch returns, and 0 cherry picks.
ath supplied the sharpest shooting numbers, finishing with 36% accuracy and 166 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 36 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
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 | 26 | 2 | 2 | 1 | 54 | 0/- | 0 | 10 | 13 | 0 | 0 | 27 | 4 | 996 | |
| -🇳🇱 | Attacker | 11 | 2 | 4 | 0 | 19 | 0/- | 0 | 7 | 27 | 0 | 0 | 12 | 1 | 615 | |
| -🇬🇧 | Attacker | 17 | 6 | 5 | 1 | 12 | 0/- | 0 | 14 | 15 | 0 | 0 | 7 | 4 | 590 | |
| -🇬🇧 | Attacker | 15 | 5 | 1 | 0 | 10 | 0/- | 0 | 10 | 18 | 0 | 0 | 6 | 1 | 477 | |
| -🇧🇪 | Attacker | 4 | 2 | 0 | 0 | 7 | 0/- | 0 | 6 | 1 | 0 | 0 | 3 | 2 | 269 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.73x. You carried real threat on attack, turning 26 grabs into 2 caps and 1 solo. 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 made a clear difference in this match and finished well above your normal level at 1.69x. Your attacking runs had purpose, with 11 grabs leading to 2 caps. You fought efficiently: 166-64 with a 2.59 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 | This was excellent work from you, with your match rating landing at 1.61x. Your attacking play was strong, especially because you turned 17 grabs into 6 caps and 1 solo. 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 had a huge game and played well above your usual level at 1.35x. Your flag work was one of your best areas, with 15 grabs producing 5 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.70x; treat it as a reset point, not a verdict on your ability. You carried real threat on attack, turning 4 grabs into 2 caps. I think survival was your main issue: 21-127 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. |
| 233 |
| 85 |
| 81 |
| 0 |
| 281 |
| 58.3 cm |
| 1.05 |
| 51% |
| 30% |
| 0:08 |
| Team Total | 883 | 349 | 236 | 0 | 1105 | 35.9 cm | 1.48 | 60% | 33% | 0:25 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 550 | 215 | 222 | 0 | 704 | 46.0 cm | 0.97 | 49% | 31% | 0:23 | |
| 83 | 21 | 127 | 0 | 111 | - | 0.17 | 14% | 19% | 0:05 | |
| Team Total | 633 | 236 | 349 | 0 | 815 | 46.0 cm | 0.68 | 40% | 30% | 0:29 |
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.
| 14 |
| 3 |
| 2 |
| 4 kills |
| 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 12 | 1 | 11 kills | ||||
| 2 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 2 kills |
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 | 22 | 23 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 20000 | - | - | 21 | 21 | 23 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 16 | 21 | 24 | 0 | Variable ping | ||
| 25000 | 0 | 0Hz | 28 | 32 | 38 | 0 | Variable ping |