Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Mar 2026, 23:33
Mega Frenzy Rebirth
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 427 | 143 | 131 | 0 | 371 | 20.3 cm | 1.09 | 52% | 39% | 0:05 | |
| 427 | 103 | 139 | 0 | 289 | 58.3 cm | 0.74 | 43% | 36% | 0:04 | |
| Team Total | 854 | 246 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 83 | ||
| 60 | ||
| 43 |
| Killer | Victim | |
|---|---|---|
| 96 | ||
| 72 | ||
| 35 | ||
| 67 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 10 | 1 | 11 | 5 kills | |||
| 22 | 7 | 3 | 3 | 5 kills | |||
| 12 | 8 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-MegaFrenzy between Red and Blue Team, ending 11-24 in favour of Blue Team.
The opening breakthrough came at 0:26 when JugzZz scored for Blue Team. Blue Team created more scoring chances, converting 24 of the 35 captures. The scoring pattern stayed relatively stable once the first lead was established. 25 captures were completed solo.
The final capture arrived at 10:57, with -uh.Pr3DazZz finishing for Blue Team on a solo run. That score set the closing shape of the match at 11-24.
JugzZz stood out as the main objective influence with 40 grabs, 13 captures, 25 returns, and an MVP score of 2013. JugzZz anchored the recovery work with 25 total returns.
Objective ledger for the match: 118 grabs, 61 pickups, 35 captures, 21 solos, 10 assists, 144 flag kills, 61 covers, 0 seals, 83 returns, 83 mid returns, 0 clutch returns, and 0 cherry picks.
JugzZz supplied the sharpest shooting numbers, finishing with 42% accuracy and 168 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.
Aim complaint: JugzZz hit 42% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 270 |
| 0 |
| 660 |
| 39.3 cm |
| 0.91 |
| 48% |
| 38% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 598 | 168 | 120 | 0 | 402 | - | 1.40 | 58% | 42% | 0:05 | |
| 428 | 102 | 126 | 0 | 294 | - | 0.81 | 45% | 35% | 0:05 | |
| Team Total | 1026 | 270 | 246 | 0 | 696 | - | 1.10 | 52% | 39% | 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.
| 12 |
| 9 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 6 kills | |||||
| 4 | 6 kills | |||||
| 1 | 5 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 | 40 | 13 | 3 | 8 | 40 | 0/- | 1267 | 21 | 25 | 25 | 0 | 25 | 0 | 2013 | |
| -🇬🇧 | Attacker | 30 | 11 | 3 | 7 | 22 | 0/- | 1133 | 15 | 17 | 12 | 0 | 12 | 0 | 1612 | |
| -🇬🇧 | Attacker | 23 | 9 | 1 | 5 | 38 | 0/- | 900 | 14 | 4 | 22 | 0 | 22 | 0 | 1608 | |
| -🇬🇧 | Attacker | 25 | 2 | 3 | 1 | 44 | 0/- | 200 | 11 | 15 | 24 | 0 | 24 | 0 | 1013 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 15 | 15 | 17 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 97 | 99 | 101 | 0 | Good connection | ||
| 20000 | - | - | 10 | 12 | 15 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 2.71x. You looked dangerous whenever you got the flag, and 40 grabs led to 13 caps and 8 solos. You fought efficiently: 168-120 with a 1.40 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 | Well played, this was a fantastic performance at 1.95x. You carried real threat on attack, turning 30 grabs into 11 caps and 7 solos. 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 | You put together a top-level game here and finished at 1.94x. You were dangerous with the flag: 23 grabs led to 9 caps and 5 solos. I think survival was your main issue: 103-139 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. | |
| Godlike | Attacker | You played a really good game here and your 1.49x rating shows it. Your attacking runs had purpose, with 25 grabs leading to 2 caps and 1 solo. 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. |