Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jul 2025, 20:12
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 252 | 124 | 136 | 0 | 355 | - | 0.91 | 48% | 35% | 0:09 | |
| 244 | 104 | 135 | 0 | 369 | 58.3 cm | 0.77 | 44% | 29% | 0:05 | |
| Team Total | 496 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 64 | ||
| 52 | ||
| 52 |
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 81 | ||
| 60 | ||
| 54 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 10 | 11 | 2 | 5 kills | |||
| 19 | 8 | 4 | 1 | 5 kills | |||
| 13 | 5 | 4 | 1 | 5 kills | |||
Loading player feedback...
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 1:11 when newut 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 10:40, with newut finishing for Blue Team. That score set the closing shape of the match at 1-13.
-uh.StarzZz`- stood out as the main objective influence with 25 grabs, 8 captures, 11 returns, and an MVP score of 1237. -uh.StarzZz`- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 62 grabs, 19 pickups, 14 captures, 6 solos, 5 assists, 66 flag kills, 56 covers, 0 seals, 47 returns, 32 mid returns, 15 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 39% accuracy and 157 kills.
Banter read: -uh.StarzZz`- did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: -uh.StarzZz`- produced 5 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.
| 228 |
| 271 |
| 0 |
| 724 |
| 58.3 cm |
| 0.84 |
| 46% |
| 32% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 389 | 157 | 112 | 0 | 425 | - | 1.40 | 58% | 39% | 0:06 | |
| 365 | 114 | 116 | 0 | 396 | 13.5 cm | 0.98 | 50% | 30% | 0:06 | |
| Team Total | 754 | 271 | 228 | 0 | 821 | 13.5 cm | 1.19 | 54% | 35% | 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.
| 14 |
| 4 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 7 kills | |||||
| 3 | 6 kills | |||||
| 3 | 5 kills | |||||
| 2 | 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 | 25 | 8 | 2 | 3 | 13 | 0/- | 807 | 7 | 17 | 9 | 0 | 11 | 5 | 1237 | |
| -🇺🇸 | Attacker | 11 | 5 | 3 | 3 | 15 | 0/- | 493 | 8 | 27 | 7 | 0 | 13 | 3 | 1111 | |
| -🇬🇧 | Attacker | 20 | 1 | 0 | 0 | 20 | 0/- | 100 | 2 | 3 | 9 | 0 | 11 | 3 | 581 | |
| -🇬🇧 | Attacker | 6 | 0 | 0 | 0 | 18 | 0/- | 0 | 2 | 9 | 7 | 0 | 12 | 4 | 500 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 35000 | - | - | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 93 | 98 | 138 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.12x. You looked dangerous whenever you got the flag, and 25 grabs led to 8 caps and 3 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 | You should be happy with this one; your performance was well above your usual level at 2.07x. Your flag work was one of your best areas, with 11 grabs producing 5 caps and 3 solos. You fought efficiently: 157-112 with a 1.40 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. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.24x. Very strong flag running: you made 20 grabs count with 1 cap. I think survival was your main issue: 104-135 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.21x. You were active on attack with 6 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |