Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jun 2026, 23:28
AndAction2020
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 293 | 137 | 114 | 0 | 320 | 13.5 cm | 1.20 | 55% | 43% | 0:05 | |
| 166 | 79 | 117 | 0 | 289 | 82.4 cm | 0.68 | 40% | 27% | 0:05 | |
| Team Total | 459 | 216 | 231 | 0 | 609 | 48.0 cm | 0.94 | 48% | 36% | 0:12 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 66 | ||
| 71 | ||
| 42 | ||
| 37 |
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 73 | ||
| 55 | ||
| 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 10 | 1 | 1 | 5 kills | |||
| 20 | 8 | 4 | 2 | 5 kills | |||
| 16 | 6 | 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-AndAction2020 between Red and Blue Team, ending 2-9 in favour of Blue Team.
The opening breakthrough came at 1:11 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 9 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 9:57, with Broken_Soul finishing for Blue Team. That score set the closing shape of the match at 2-9.
pho` stood out as the main objective influence with 22 grabs, 4 captures, 17 returns, and an MVP score of 1106. pho` made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 66 grabs, 18 pickups, 11 captures, 5 solos, 4 assists, 73 flag kills, 30 covers, 0 seals, 53 returns, 43 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 137 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: pho` produced 4 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 342 | 132 | 108 | 0 | 314 | 20.3 cm | 1.22 | 55% | 42% | 0:06 | |
| 293 | 99 | 108 | 0 | 284 | 58.3 cm | 0.92 | 48% | 35% | 0:06 | |
| Team Total | 635 | 231 | 216 | 0 | 598 | 39.3 cm | 1.07 | 52% | 39% | 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 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 3 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 | 22 | 4 | 3 | 2 | 18 | 0/- | 503 | 6 | 11 | 13 | 0 | 17 | 4 | 1106 | |
| -🇬🇧 | Attacker | 12 | 5 | 1 | 1 | 19 | 0/- | 397 | 5 | 10 | 10 | 0 | 12 | 2 | 1023 | |
| -🇬🇧 | Attacker | 19 | 2 | 0 | 2 | 22 | 0/- | 200 | 2 | 6 | 13 | 0 | 16 | 3 | 778 | |
| -🇵🇹 | Attacker | 13 | 0 | 0 | 0 | 14 | 0/- | 0 | 5 | 3 | 7 | 0 | 8 | 1 | 320 |
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 | 15 | 15 | 15 | 0 | Good connection | ||
| 30000 | - | - | 49 | 49 | 50 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 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 | Well played, this was a fantastic performance at 2.00x. Very strong flag running: you made 22 grabs count with 4 caps and 2 solos. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.94x. Your flag work was one of your best areas, with 12 grabs producing 5 caps and 1 solo. 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 | You were one of the players who shaped this match, finishing at 1.61x. You gave the enemy defence problems and backed it up with 2 caps and 2 solos from 19 grabs. Aim was a real positive at 43% 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. | |
| Stable | Attacker | I think you had a steady game at 1.02x; one or two stronger moments would lift it nicely. 13 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 79-117 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |