Unreal HeavenThe home of 2v2 and 3v3 iCTF27 Jun 2026, 14:43
AndAction2020
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 359 | 143 | 107 | 0 | 357 | 13.5 cm | 1.34 | 57% | 42% | 0:06 | |
| 203 | 80 | 123 | 0 | 279 | 82.4 cm | 0.65 | 39% | 29% | 0:05 | |
| Team Total | 562 | 223 | 230 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 73 | ||
| 47 | ||
| 33 |
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 63 | ||
| 37 | ||
| 60 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 6 | 5 | 3 | 5 kills | |||
| 16 | 3 | 5 | 4 | 5 kills | |||
| 14 | 4 | 2 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-AndAction2020 between Red and Blue Team, ending 8-10 in favour of Blue Team.
The opening breakthrough came at 0:33 when -uh.StarzZz`- scored for Red Team. Blue Team created more scoring chances, converting 10 of the 18 captures. Momentum changed hands 1 time as the scoreline developed. 11 captures were completed solo.
Blue 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 10:48, with Gochmer finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-10.
-uh.StarzZz`- stood out as the main objective influence with 22 grabs, 6 captures, 14 returns, and an MVP score of 1180. -uh.StarzZz`- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 65 grabs, 22 pickups, 18 captures, 8 solos, 6 assists, 67 flag kills, 38 covers, 0 seals, 44 returns, 37 mid returns, 7 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 143 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: -uh.StarzZz`- produced 3 close-save returns, also known as deleting someone else's highlight clip.
| 0 |
| 636 |
| 48.0 cm |
| 0.97 |
| 49% |
| 37% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 334 | 133 | 117 | 0 | 319 | 20.3 cm | 1.14 | 53% | 42% | 0:05 | |
| 261 | 97 | 106 | 0 | 286 | - | 0.92 | 48% | 37% | 0:06 | |
| Team Total | 595 | 230 | 223 | 0 | 605 | 20.3 cm | 1.03 | 51% | 40% | 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.
| 10 |
| 2 |
| 1 |
| 2 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 12 kills | ||||
| 3 | 1 | 11 kills | ||||
| 1 | 5 kills | |||||
| 2 | 5 kills |
Blue 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 | 22 | 6 | 1 | 2 | 23 | 0/- | 610 | 8 | 9 | 10 | 0 | 14 | 3 | 1180 | |
| -🇬🇧 | Attacker | 16 | 7 | 0 | 4 | 21 | 0/- | 471 | 6 | 11 | 12 | 0 | 13 | 0 | 1016 | |
| -🇳🇱 | Attacker | 18 | 3 | 2 | 2 | 13 | 0/- | 529 | 4 | 8 | 8 | 0 | 9 | 2 | 981 | |
| -🇵🇹 | Attacker | 9 | 2 | 3 | 0 | 10 | 0/- | 190 | 4 | 10 | 7 | 0 | 8 | 2 | 588 |
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 | 16 | 17 | 17 | 0 | Good connection | ||
| 30000 | - | - | 48 | 49 | 50 | 0 | Good connection | ||
| 30000 | 155 | - | 21 | 22 | 24 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 22 | 23 | 24 | 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 | Great game, this was a really strong performance from you at 2.02x. Very strong flag running: you made 22 grabs count with 6 caps and 2 solos. You fought efficiently: 143-107 with a 1.34 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.87x. You ran the flag well and gave your team end product: 3 caps and 2 solos from 18 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | Great game, this was a really strong performance from you at 1.82x. You gave the enemy defence problems and backed it up with 7 caps and 4 solos from 16 grabs. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.37x. You carried real threat on attack, turning 9 grabs into 2 caps. I think survival was your main issue: 80-123 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |