Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Jan 2026, 01:01
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 694 | 144 | 32 | 0 | 369 | 13.5 cm | 4.50 | 82% | 39% | 0:20 | |
| Team Total | 694 | 144 | 32 | 0 | 369 | 13.5 cm | 4.50 | 82% | 39% | 0:21 |
| Player | Score | Kills | Deaths | Suicides |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 144 |
| Killer | Victim | |
|---|---|---|
| 32 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 4 | 8 | 4 kills | ||||
| 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 4 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 36-0 in favour of Red Team.
The opening breakthrough came at 0:09 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 36 of the 36 captures. The scoring pattern stayed relatively stable once the first lead was established. 36 captures were completed solo.
The final capture arrived at 10:55, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 36-0.
eXtr3mePT made the biggest clutch contribution, recording 2 close-save returns.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 144 kills.
Clutch desk: eXtr3mePT 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.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 694 | |
| -🇵🇹 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 100 |
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 100 | 32 | 144 | 0 | 144 | - | 0.22 | 18% | 22% | 0:04 | |
| Team Total | 100 | 32 | 144 | 0 | 144 | - | 0.22 | 18% | 22% | 0:05 |
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.
| 1 |
| 33 kills |
| 3 kills |
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 | 8 | 9 | 11 | 0 | Minor variation | ||
| 30000 | - | - | 44 | 46 | 48 | 0 | Minor variation |
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 2.41x rating shows it. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 144-32 with a 4.50 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. | |
| Feeding | Defender | This was a hard outing for you at 0.48x; treat it as a reset point, not a verdict on your ability. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. I think survival was your main issue: 32-144 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |