Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Jun 2026, 16:30
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 659 | 143 | 99 | 0 | 345 | 13.5 cm | 1.44 | 59% | 42% | 0:06 | |
| 430 | 88 | 98 | 0 | 300 | - | 0.90 | 47% | 30% | 0:06 | |
| Team Total | 1089 | 231 | 197 | 0 | 645 | 13.5 cm | 1.17 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 11 | 6 | 3 kills | |||||
| 18 | 7 | 1 | 4 kills | ||||
| 22 | 12 | 4 | 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-andACTION((Revamp)) between Red and Blue Team, ending 17-13 in favour of Red Team.
The opening breakthrough came at 0:13 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 17 of the 30 captures. The scoring pattern stayed relatively stable once the first lead was established. 23 captures were completed solo.
The final capture arrived at 10:57, with _-=Pr3dazZz=- finishing for Blue Team. That score set the closing shape of the match at 17-13.
-uh.StarzZz`- stood out as the main objective influence with 50 grabs, 10 captures, 28 returns, and an MVP score of 2437. _-=Pr3dazZz=- made the biggest clutch contribution, recording 16 close-save returns.
Objective ledger for the match: 135 grabs, 48 pickups, 30 captures, 19 solos, 7 assists, 152 flag kills, 54 covers, 0 seals, 104 returns, 57 mid returns, 47 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 143 kills.
Banter read: -uh.StarzZz`- was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: _-=Pr3dazZz=- produced 16 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.
| 54% |
| 36% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 571 | 109 | 117 | 0 | 321 | 36.0 cm | 0.93 | 48% | 35% | 0:05 | |
| 399 | 88 | 114 | 1 | 319 | 58.3 cm | 0.77 | 43% | 28% | 0:05 | |
| Team Total | 970 | 197 | 231 | 1 | 640 | 47.1 cm | 0.85 | 46% | 31% | 0:12 |
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.
| 16 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 1 | 7 kills | |||||
| 3 | 6 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 | 50 | 10 | 1 | 7 | 46 | 0/- | 1032 | 12 | 20 | 15 | 0 | 28 | 16 | 2437 | |
| -🇬🇧 | Attacker | 38 | 9 | 2 | 6 | 44 | 0/- | 983 | 16 | 6 | 15 | 0 | 29 | 16 | 2234 | |
| -🇳🇱 | Attacker | 23 | 7 | 2 | 4 | 29 | 0/- | 668 | 10 | 23 | 13 | 0 | 21 | 5 | 1566 | |
| -🇬🇧 |
| Attacker |
| 24 |
| 4 |
| 2 |
| 2 |
| 33 |
| 0/- |
| 317 |
| 10 |
| 5 |
| 14 |
| 0 |
| 26 |
| 10 |
| 1335 |
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 | 15 | 15 | 16 | 0 | Good connection | ||
| 30000 | - | - | 19 | 20 | 21 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 30000 | - | - | 16 | 16 | 17 | 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 | You played a really good game here and your 2.61x rating shows it. Your attacking runs had purpose, with 50 grabs leading to 10 caps and 7 solos. You fought efficiently: 143-99 with a 1.44 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 had a huge game and played well above your usual level at 2.36x. Your flag work was one of your best areas, with 38 grabs producing 9 caps and 6 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 | Well played, this was a fantastic performance at 1.96x. You looked dangerous whenever you got the flag, and 23 grabs led to 7 caps and 4 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 were one of the players who shaped this match, finishing at 1.58x. You were dangerous with the flag: 24 grabs led to 4 caps and 2 solos. I think survival was your main issue: 88-114 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. |