Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Jul 2025, 23:42
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 614 | 147 | 105 | 0 | 379 | - | 1.40 | 58% | 39% | 0:06 | |
| 492 | 103 | 106 | 0 | 335 | 13.5 cm | 0.97 | 49% | 32% | 0:06 | |
| Team Total | 1106 | 250 | 211 | 0 | 714 | 13.5 cm | 1.18 | 54% | 36% | 0:12 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 78 | ||
| 69 | ||
| 48 | ||
| 55 |
| Killer | Victim | |
|---|---|---|
| 54 | ||
| 56 | ||
| 51 | ||
| 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 9 | 2 | 3 | 5 kills | |||
| 15 | 8 | 1 | 5 kills | ||||
| 14 | 3 | 1 | 2 | 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-SmallMountain between Red and Blue Team, ending 25-18 in favour of Red Team.
The opening breakthrough came at 0:05 when newut scored for Red Team. Red Team created more scoring chances, converting 25 of the 43 captures. Momentum changed hands 8 times as the scoreline developed. 32 captures were completed solo.
Red 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 10:55, with macz^ finishing for Blue Team on a solo run. That score set the closing shape of the match at 25-18.
-uh.StarzZz`- stood out as the main objective influence with 38 grabs, 15 captures, 20 returns, and an MVP score of 2353. newut anchored the recovery work with 34 total returns.
Objective ledger for the match: 134 grabs, 40 pickups, 43 captures, 31 solos, 11 assists, 131 flag kills, 71 covers, 0 seals, 90 returns, 90 mid returns, 0 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 39% accuracy and 147 kills.
Banter read: -uh.StarzZz`- was the main CTF problem, turning useful moments into scoreboard paperwork.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 438 | 110 | 126 | 0 | 375 | - | 0.87 | 47% | 32% | 0:05 | |
| 379 | 101 | 124 | 0 | 306 | - | 0.81 | 45% | 33% | 0:05 | |
| Team Total | 817 | 211 | 250 | 0 | 681 | - | 0.84 | 46% | 32% | 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.
| 14 |
| 3 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 2 | 6 kills | |||||
| 3 | 6 kills | |||||
| 1 | 5 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 | 38 | 15 | 3 | 11 | 27 | 0/- | 1597 | 14 | 14 | 20 | 0 | 20 | 0 | 2353 | |
| -🇺🇸 | Attacker | 23 | 10 | 3 | 7 | 47 | 0/- | 903 | 7 | 31 | 34 | 0 | 34 | 0 | 2117 | |
| -🇬🇧 | Attacker | 50 | 12 | 3 | 10 | 23 | 0/- | 1360 | 11 | 6 | 13 | 0 | 13 | 0 | 1908 | |
| -🇬🇧 | Attacker | 23 | 6 | 2 | 3 | 34 | 0/- | 440 | 8 | 20 | 23 | 0 | 23 | 0 | 1206 |
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 | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 93 | 96 | 98 | 0 | Good connection | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | - | - | 22 | 22 | 22 | 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 made a clear difference in this match and finished well above your normal level at 2.41x. Your attacking runs had purpose, with 23 grabs leading to 10 caps and 7 solos. You fought efficiently: 147-105 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 | You were one of the players who shaped this match, finishing at 2.26x. Very strong flag running: you made 38 grabs count with 15 caps and 11 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 2.08x. Your grabs and running were a real strength, with 50 grabs turning into 12 caps and 10 solos. 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.57x. You ran the flag well and gave your team end product: 6 caps and 3 solos from 23 grabs. 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. |