Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Dec 2025, 23:29
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 330 | 117 | 120 | 0 | 353 | 46.0 cm | 0.97 | 49% | 33% | 0:05 | |
| 302 | 127 | 124 | 0 | 349 | 13.5 cm | 1.02 | 51% | 38% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 64 | ||
| 70 | ||
| 57 |
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 78 | ||
| 40 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 7 | 3 | 9 | 5 kills | |||
| 14 | 9 | 5 | 4 kills | ||||
| 13 | 4 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 7-6 in favour of Red Team.
The opening breakthrough came at 1:34 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 7 of the 13 captures. Momentum changed hands 2 times as the scoreline developed. 8 captures were completed solo.
Red 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 9:49, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 7-6.
pho` stood out as the main objective influence with 22 grabs, 0 captures, 20 returns, and an MVP score of 1033. pho` made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 73 grabs, 26 pickups, 13 captures, 5 solos, 5 assists, 86 flag kills, 46 covers, 0 seals, 59 returns, 43 mid returns, 16 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 158 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 34 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: pho` produced 6 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.
| 632 |
| 244 |
| 244 |
| 0 |
| 702 |
| 29.7 cm |
| 1.00 |
| 50% |
| 35% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 395 | 158 | 123 | 0 | 384 | 20.3 cm | 1.28 | 56% | 41% | 0:05 | |
| 284 | 86 | 121 | 0 | 347 | 58.3 cm | 0.71 | 42% | 26% | 0:05 | |
| Team Total | 679 | 244 | 244 | 0 | 731 | 39.3 cm | 1.00 | 50% | 34% | 0:10 |
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.
| 17 |
| 9 |
| 2 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 7 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 | 22 | 0 | 2 | 0 | 31 | 0/- | 154 | 2 | 21 | 14 | 0 | 20 | 6 | 1033 | |
| -🇩🇪 | Attacker | 23 | 3 | 2 | 1 | 18 | 0/- | 333 | 11 | 12 | 14 | 0 | 17 | 5 | 992 | |
| -🇬🇧 | Attacker | 14 | 4 | 1 | 1 | 19 | 0/- | 367 | 8 | 10 | 7 | 0 | 12 | 3 | 964 | |
| -🇬🇧 |
| Attacker |
| 14 |
| 6 |
| 0 |
| 3 |
| 18 |
| 0/- |
| 446 |
| 5 |
| 3 |
| 8 |
| 0 |
| 10 |
| 2 |
| 850 |
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 | 12 | 14 | 15 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 23 | 24 | 26 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 30000 | - | - | 13 | 14 | 15 | 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 1.83x. You kept looking for the flag with 22 grabs; now the aim is cleaner routes and better timing with cover. You fought efficiently: 158-123 with a 1.28 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 | I think this was one of your stronger performances, coming in at 1.78x. Very strong flag running: you made 23 grabs count with 3 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 were one of the players who shaped this match, finishing at 1.58x. You ran the flag well and gave your team end product: 4 caps and 1 solo from 14 grabs. 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 played a really good game here and your 1.55x rating shows it. Your attacking runs had purpose, with 14 grabs leading to 6 caps and 3 solos. I think survival was your main issue: 86-121 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |