Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Nov 2025, 14:35
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 269 | 114 | 134 | 0 | 299 | 20.3 cm | 0.85 | 46% | 38% | 0:04 |
| Team Total | 269 | 114 | 134 | 0 | 299 | 20.3 cm | 0.85 | 46% | 38% | 0:05 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| PeRcH72 | 21 | 10 | 1 | 4 | 5 kills | ||
| pho` | 19 | 7 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| PeRcH72 | 5 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 5-4 in favour of Red Team.
The opening breakthrough came at 0:23 when pho` scored for Red Team. Red Team created more scoring chances, converting 5 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:12, with PeRcH72 finishing for Blue Team on a solo run. That score set the closing shape of the match at 5-4.
PeRcH72 made the biggest clutch contribution, recording 2 close-save returns.
pho` supplied the sharpest shooting numbers, finishing with 38% accuracy and 114 kills.
Clutch desk: PeRcH72 produced 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | PeRcH72 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 284 |
| - | pho` | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 269 |
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| PeRcH72FB | 284 | 134 | 114 | 0 | 381 | 20.3 cm | 1.18 | 54% | 35% | 0:05 |
| Team Total | 284 | 134 | 114 | 0 | 381 | 20.3 cm | 1.18 | 54% | 35% | 0:06 |
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.
| 7 kills |
| pho` | 2 | 7 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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| PeRcH72 | 25000 | 300 | 175Hz | 18 | 19 | 20 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| PeRcH72 | Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.54x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| pho` | Dominating | Attacker | You gave your team more than expected here and finished at 1.10x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |