Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Jun 2026, 01:03
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 209 | 94 | 136 | 0 | 302 | - | 0.69 | 41% | 31% | 0:05 | |
| 191 | 82 | 147 | 0 | 302 | - | 0.56 | 36% | 29% | 0:08 | |
| Team Total | 400 | 176 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 99 | ||
| 103 | ||
| 3 | ||
| 35 | ||
| 43 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 10 | 5 | 16 | 5 kills | |||
| 14 | 2 | 1 | 4 kills | ||||
| 13 | 3 | 1 | 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-andACTION-Misty between Red and Blue Team, ending 1-22 in favour of Blue Team.
The opening breakthrough came at 0:15 when saxon scored for Blue Team. Blue Team created more scoring chances, converting 22 of the 23 captures. The scoring pattern stayed relatively stable once the first lead was established. 18 captures were completed solo.
The final capture arrived at 10:57, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-22.
saxon stood out as the main objective influence with 8 grabs, 11 captures, 12 returns, and an MVP score of 1642. aMpEnergy made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 51 grabs, 31 pickups, 23 captures, 10 solos, 6 assists, 59 flag kills, 55 covers, 0 seals, 28 returns, 20 mid returns, 8 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 51% accuracy and 205 kills.
Banter read: saxon did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: aMpEnergy produced 3 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 283 |
| 0 |
| 604 |
| - |
| 0.62 |
| 38% |
| 30% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 528 | 205 | 83 | 2 | 404 | - | 2.47 | 71% | 51% | 0:08 | |
| 316 | 78 | 93 | 0 | 317 | 58.3 cm | 0.84 | 46% | 25% | 0:07 | |
| Team Total | 844 | 283 | 176 | 2 | 721 | 58.3 cm | 1.61 | 62% | 39% | 0:17 |
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.
| 14 |
| 3 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 16 | 2 | 13 kills | ||||
| 2 | 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 | 8 | 11 | 0 | 5 | 18 | 0/- | 1055 | 12 | 36 | 9 | 0 | 12 | 3 | 1642 | |
| -🇬🇧 | Attacker | 24 | 11 | 5 | 4 | 4 | 0/- | 1145 | 15 | 12 | 5 | 0 | 5 | 0 | 1406 | |
| -🇨🇭 | Attacker | 6 | 1 | 0 | 1 | 20 | 0/- | 100 | 2 | 2 | 3 | 0 | 5 | 2 | 413 | |
| -🇺🇸 |
| Attacker |
| 13 |
| 0 |
| 1 |
| 0 |
| 17 |
| 0/- |
| 0 |
| 2 |
| 5 |
| 3 |
| 0 |
| 6 |
| 3 |
| 349 |
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 | - | - | 36 | 36 | 37 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 102 | 125 | 157 | 0 | Sawtooth variation | ||
| 30000 | 600 | 500Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 22 | 22 | 23 | 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 | You should be happy with this one; your performance was well above your usual level at 3.12x. Your flag work was one of your best areas, with 8 grabs producing 11 caps and 5 solos. You fought efficiently: 205-83 with a 2.47 K/D, and I think you played your role in the team well. 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 made a clear difference in this match and finished well above your normal level at 2.25x. You looked dangerous whenever you got the flag, and 24 grabs led to 11 caps and 4 solos. The volume of fights was there, but 25% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. You looked dangerous whenever you got the flag, and 6 grabs led to 1 cap and 1 solo. I think survival was your main issue: 94-136 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. | |
| Stable | Attacker | You were close to your usual level at 0.97x, with room to turn steady play into a bigger influence. You kept looking for the flag with 13 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 82-147 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. |