Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Jan 2026, 03:25
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| tOLOzZFB | 141 | 134 | 130 | 0 | 395 | - | 1.03 | 51% | 34% | 0:05 |
| Neddy | 115 | 109 | 134 | 0 | 420 | - | 0.81 | 45% | 26% | 0:04 |
| Team Total | 256 | 243 | 264 | 0 | 815 | - | 0.92 | 48% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| tOLOzZ | |DC|iMpure | 76 |
| tOLOzZ | r.e.p.t.i.l. | 58 |
| Neddy | |DC|iMpure | 55 |
| Neddy | r.e.p.t.i.l. | 54 |
| Killer | Victim | |
|---|---|---|
| |DC|iMpure | tOLOzZ | 87 |
| |DC|iMpure | Neddy | 84 |
| r.e.p.t.i.l. | tOLOzZ | 43 |
| r.e.p.t.i.l. | Neddy | 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| |DC|iMpure | 22 | 13 | 8 | 3 | 5 kills | ||
| tOLOzZ | 17 | 15 | 4 | 4 kills | |||
| Neddy | 14 | 10 | 1 | 4 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 2:08 when tOLOzZ scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established.
Neddy stood out as the main objective influence with 1 grab, 0 captures, 1 return, and an MVP score of 216. |DC|iMpure anchored the recovery work with 1 total returns.
Objective ledger for the match: 8 grabs, 5 pickups, 1 captures, 0 solos, 1 assists, 10 flag kills, 5 covers, 0 seals, 4 returns, 4 mid returns, 0 clutch returns, and 0 cherry picks.
|DC|iMpure supplied the sharpest shooting numbers, finishing with 42% accuracy and 171 kills.
Banter read: Neddy was the main CTF problem, turning useful moments into scoreboard paperwork.
Lama watch: |DC|iMpure finished with 147 lama score from 171 kills and 12 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 30% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| |DC|iMpure | 178 | 171 | 131 | 1 | 405 | - | 1.31 | 56% | 42% | 0:05 |
| r.e.p.t.i.l. | 98 | 93 | 112 | 6 | 380 | - | 0.83 | 44% | 24% | 0:05 |
| Team Total | 276 | 264 | 243 | 7 | 785 | - | 1.09 | 52% | 34% | 0:11 |
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.
| 18 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| |DC|iMpure | 2 | 6 kills | ||||
| tOLOzZ | 4 kills | |||||
| Neddy | 4 kills | |||||
| r.e.p.t.i.l. | 1 | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Neddy | Defender | 1 | 0 | 1 | 0 | 0 | 1/0 | 98 | 3 | 1 | 1 | 0 | 1 | 0 | 216 |
| - | |DC|iMpure | Defender | 2 | 0 | 0 | 0 | 0 | 5/3 | 0 | 0 | 1 | 1 | 0 | 1 | 0 | 195 |
| - | tOLOzZ | Defender | 3 | 1 | 0 | 0 | 0 | 1/0 | 2 | 2 | 2 | 1 | 0 | 1 | 0 | 182 |
| - | r.e.p.t.i.l. | Defender | 2 | 0 | 0 | 0 | 0 | 3/1 | 0 | 0 | 1 | 1 | 0 | 1 | 0 | 115 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| tOLOzZ | 30000 | - | - | 36 | 37 | 37 | 0 | Good connection | |
| Neddy | 30000 | - | - | 37 | 38 | 38 | 0 | Good connection | |
| |DC|iMpure | 30000 | 0 | - | 26 | 27 | 31 | 0 | Bumpy connection | |
| r.e.p.t.i.l. | 30000 | - | - | 128 | 130 | 132 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| tOLOzZ | Stable | Defender | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. As a defender, your standout work was stopping danger before it became a cap: 1 mid return. 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: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |
| |DC|iMpure | Stable | Defender | I think you had a steady game at 0.94x; one or two stronger moments would lift it nicely. You helped keep the score under control with 1 mid return. You fought efficiently: 171-131 with a 1.31 K/D, and I think you played your role in the team well. Next focus: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |
| Neddy | Struggling | Defender | You had a quieter game than normal at 0.88x; I think the useful part is that your improvement target is visible. You helped keep the score under control with 1 mid return. The support share was meaningful at 37%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |
| r.e.p.t.i.l. | Feeding | Defender | You had a rough game at 0.68x, so I think your goal should be to simplify and rebuild from safer plays. As a defender, your standout work was stopping danger before it became a cap: 1 mid return. 6 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |