Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Jul 2026, 18:14
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 302 | 152 | 103 | 0 | 439 | - | 1.48 | 60% | 35% | 0:06 | |
| 240 | 108 | 117 | 0 | 345 | 46.0 cm | 0.92 | 48% | 31% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 74 | ||
| 78 | ||
| 51 | ||
| 57 |
| Killer | Victim | |
|---|---|---|
| 57 | ||
| 64 | ||
| 46 | ||
| 53 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 4 | 4 | 6 | 5 kills | |||
| 15 | 4 | 2 | 2 | 5 kills | |||
| 19 | 9 | 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-Hunter-v3 between Red and Blue Team, ending 7-2 in favour of Red Team.
The opening breakthrough came at 0:32 when -cide- scored for Red Team. Red Team created more scoring chances, converting 7 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:55, with =oZ`Mac= finishing for Red Team on a solo run. That score set the closing shape of the match at 7-2.
=oZ`Mac= stood out as the main objective influence with 7 grabs, 2 captures, 15 returns, and an MVP score of 861. =oZ`Mac= made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 41 grabs, 22 pickups, 9 captures, 4 solos, 3 assists, 54 flag kills, 22 covers, 0 seals, 31 returns, 28 mid returns, 3 clutch returns, and 0 cherry picks.
=oZ`Mac= supplied the sharpest shooting numbers, finishing with 35% accuracy and 152 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 19 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: =oZ`Mac= 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.
| 542 |
| 260 |
| 220 |
| 0 |
| 784 |
| 46.0 cm |
| 1.18 |
| 54% |
| 33% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 227 | 121 | 125 | 0 | 369 | 20.3 cm | 0.97 | 49% | 33% | 0:05 | |
| 158 | 99 | 135 | 0 | 299 | 58.3 cm | 0.73 | 42% | 33% | 0:04 | |
| Team Total | 385 | 220 | 260 | 0 | 668 | 39.3 cm | 0.85 | 46% | 33% | 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.
| 16 |
| 3 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 10 kills | ||||
| 3 | 5 kills | |||||
| 4 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 | 7 | 2 | 2 | 1 | 19 | 0/- | 300 | 7 | 8 | 13 | 0 | 15 | 2 | 861 | |
| -🇩🇪 | Attacker | 12 | 5 | 1 | 2 | 9 | 0/- | 400 | 7 | 5 | 3 | 0 | 4 | 1 | 745 | |
| -🇬🇧 | Attacker | 13 | 2 | 0 | 1 | 16 | 0/- | 200 | 3 | 3 | 10 | 0 | 10 | 0 | 547 | |
| -🇬🇧 | Attacker | 9 | 0 | 0 | 0 | 10 | 0/- | 0 | 5 | 6 | 2 | 0 | 2 | 0 | 225 |
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 | 360 | 240Hz | 24 | 25 | 26 | 0 | Good connection | ||
| 20000 | - | - | 41 | 44 | 46 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 20000 | - | - | 15 | 16 | 16 | 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 | This was excellent work from you, with your match rating landing at 1.86x. Your flag work was one of your best areas, with 7 grabs producing 2 caps and 1 solo. You fought efficiently: 152-103 with a 1.48 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 | Well played, this was a fantastic performance at 1.69x. You looked dangerous whenever you got the flag, and 12 grabs led to 5 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.30x. Your attacking play was strong, especially because you turned 13 grabs into 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: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Struggling | Attacker | You were below your usual level at 0.86x, so cleaner decisions and timing will matter most for you. Your flag pressure was good with 9 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 99-135 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |