Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Mar 2026, 00:30
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 336 | 163 | 168 | 0 | 373 | 20.3 cm | 0.97 | 49% | 44% | 0:03 | |
| 45 | 23 | 166 | 0 | 142 | - | 0.14 | 12% | 16% | 0:03 | |
| Team Total | 381 | 186 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 87 | ||
| 9 | ||
| 14 |
| Killer | Victim | |
|---|---|---|
| 96 | ||
| 100 | ||
| 72 | ||
| 66 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 14 | 5 | 9 | 5 kills | |||
| 16 | 9 | 5 | 7 | 5 kills | |||
| 18 | 8 | 1 | 3 | 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 1-13 in favour of Blue Team.
The opening breakthrough came at 1:31 when saxon scored for Blue Team. Blue Team created more scoring chances, converting 13 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:26, with -uh.Pr3DazZz finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-13.
saxon stood out as the main objective influence with 8 grabs, 5 captures, 12 returns, and an MVP score of 1115. pho` made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 45 grabs, 24 pickups, 14 captures, 5 solos, 5 assists, 55 flag kills, 51 covers, 0 seals, 29 returns, 25 mid returns, 4 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 46% accuracy and 196 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 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.
| 334 |
| 0 |
| 515 |
| 20.3 cm |
| 0.56 |
| 36% |
| 36% |
| 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 406 | 196 | 85 | 0 | 429 | - | 2.31 | 70% | 46% | 0:07 | |
| 320 | 138 | 101 | 0 | 344 | - | 1.37 | 58% | 40% | 0:06 | |
| Team Total | 726 | 334 | 186 | 0 | 773 | - | 1.80 | 64% | 43% | 0:15 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 11 | 3 | 11 kills | ||||
| 2 | 7 kills | |||||
| 4 | 7 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 | 5 | 3 | 2 | 11 | 0/- | 660 | 9 | 28 | 11 | 0 | 12 | 1 | 1115 | |
| -🇬🇧 | Attacker | 18 | 8 | 2 | 2 | 9 | 0/- | 640 | 13 | 22 | 4 | 0 | 4 | 0 | 976 | |
| -🇬🇧 | Attacker | 14 | 1 | 0 | 1 | 31 | 0/- | 100 | 2 | 1 | 8 | 0 | 10 | 3 | 617 | |
| -🇧🇪 |
| Attacker |
| 5 |
| 0 |
| 0 |
| 0 |
| 4 |
| 0/- |
| 0 |
| 0 |
| 0 |
| 2 |
| 0 |
| 3 |
| 0 |
| 108 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 27 | 31 | 34 | 0 | Sawtooth variation | ||
| 30000 | 600 | 500Hz | 10 | 11 | 14 | 0 | Minor variation | ||
| 20000 | - | - | 10 | 10 | 11 | 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 played a really good game here and your 2.91x rating shows it. You looked dangerous whenever you got the flag, and 8 grabs led to 5 caps and 2 solos. You fought efficiently: 196-85 with a 2.31 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.02x. Your attacking runs had purpose, with 18 grabs leading to 8 caps and 2 solos. You fought efficiently: 138-101 with a 1.37 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You played a really good game here and your 1.50x rating shows it. Very strong flag running: you made 14 grabs count with 1 cap and 1 solo. Aim was a real positive at 44% 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. | |
| Feeding | Attacker | You had a tough match at 0.28x, well below your usual level, but I think it is fixable. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 23-166 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. |