Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Mar 2026, 01:18
Mega Frenzy Rebirth
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 529 | 152 | 133 | 0 | 347 | 20.3 cm | 1.14 | 53% | 44% | 0:04 | |
| 387 | 102 | 132 | 0 | 312 | - | 0.77 | 44% | 33% | 0:04 | |
| Team Total | 916 | 254 | 265 | 0 | 659 | 20.3 cm | 0.96 | 49% | 39% | 0:10 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 90 | ||
| 51 | ||
| 51 |
| Killer | Victim | |
|---|---|---|
| 94 | ||
| 95 | ||
| 39 | ||
| 37 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 3 | 1 | 1 | 5 kills | |||
| 24 | 9 | 7 | 10 | 5 kills | |||
| 22 | 9 | 3 | 2 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-MegaFrenzy between Red and Blue Team, ending 16-20 in favour of Blue Team.
The opening breakthrough came at 0:14 when JugzZz scored for Blue Team. Blue Team created more scoring chances, converting 20 of the 36 captures. Momentum changed hands 2 times as the scoreline developed. 29 captures were completed solo.
Blue 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 10:53, with -uh.Pr3DazZz finishing for Red Team. That score set the closing shape of the match at 16-20.
JugzZz stood out as the main objective influence with 37 grabs, 13 captures, 20 returns, and an MVP score of 2176. pho` anchored the recovery work with 34 total returns.
Objective ledger for the match: 122 grabs, 57 pickups, 36 captures, 23 solos, 7 assists, 143 flag kills, 49 covers, 0 seals, 86 returns, 86 mid returns, 0 clutch returns, and 0 cherry picks.
JugzZz supplied the sharpest shooting numbers, finishing with 47% accuracy and 189 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.
Aim complaint: JugzZz hit 47% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 627 | 189 | 113 | 0 | 403 | - | 1.67 | 63% | 47% | 0:05 | |
| 341 | 76 | 141 | 0 | 238 | 58.3 cm | 0.54 | 35% | 32% | 0:04 | |
| Team Total | 968 | 265 | 254 | 0 | 641 | 58.3 cm | 1.04 | 51% | 41% | 0:11 |
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.
| 7 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 11 kills | |||||
| 6 | 6 kills | |||||
| 2 | 6 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 | 37 | 13 | 1 | 9 | 48 | 0/- | 1314 | 9 | 20 | 20 | 0 | 20 | 0 | 2176 | |
| -🇬🇧 | Attacker | 21 | 5 | 2 | 3 | 49 | 0/- | 598 | 17 | 13 | 34 | 0 | 34 | 0 | 1634 | |
| -🇬🇧 | Attacker | 33 | 11 | 1 | 6 | 23 | 0/- | 1002 | 16 | 9 | 14 | 0 | 14 | 0 | 1566 | |
| -🇬🇧 | Attacker | 31 | 7 | 3 | 5 | 23 | 0/- | 686 | 15 | 7 | 18 | 0 | 18 | 0 | 1393 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 10 | 11 | 13 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 18 | 19 | 20 | 0 | Good connection | ||
| 20000 | - | - | 14 | 15 | 17 | 0 | Minor variation | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 103 | 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 should be happy with this one; your performance was well above your usual level at 2.74x. You looked dangerous whenever you got the flag, and 37 grabs led to 13 caps and 9 solos. You fought efficiently: 189-113 with a 1.67 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 | Great game, this was a really strong performance from you at 1.94x. Your flag work was one of your best areas, with 21 grabs producing 5 caps and 3 solos. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.77x. Your grabs and running were a real strength, with 33 grabs turning into 11 caps and 6 solos. I think survival was your main issue: 102-132 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.60x. You were dangerous with the flag: 31 grabs led to 7 caps and 5 solos. I think survival was your main issue: 76-141 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |