Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Sept 2025, 01:34
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 231 | 116 | 92 | 0 | 342 | - | 1.26 | 56% | 35% | 0:07 | |
| 205 | 124 | 113 | 0 | 318 | 36.0 cm | 1.10 | 52% | 43% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 11 | 2 | 5 kills | ||||
| 20 | 9 | 2 | 6 | 5 kills | |||
| 15 | 9 | 4 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-AndAction-V between Red and Blue Team, ending 3-2 in favour of Red Team.
The opening breakthrough came at 3:34 when localhero scored for Blue Team. Red Team created more scoring chances, converting 3 of the 5 captures. Momentum changed hands 1 time as the scoreline developed. 2 captures were completed solo.
Red 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 10:21, with newut finishing for Red Team on a solo run. That score set the closing shape of the match at 3-2.
newut stood out as the main objective influence with 11 grabs, 3 captures, 10 returns, and an MVP score of 419. (FT)jmoney made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 65 grabs, 32 pickups, 5 captures, 1 solos, 4 assists, 92 flag kills, 32 covers, 1 seals, 60 returns, 0 mid returns, 7 clutch returns, and 2 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 43% accuracy and 124 kills.
Banter read: newut was the main CTF problem, turning useful moments into scoreboard paperwork.
Cherry watch: _-=Pr3dazZz=- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 198 |
| 90 |
| 100 |
| 0 |
| 311 |
| - |
| 0.90 |
| 47% |
| 29% |
| 0:06 |
| Team Total | 634 | 330 | 305 | 0 | 971 | 36.0 cm | 1.08 | 52% | 36% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 264 | 150 | 110 | 0 | 376 | - | 1.36 | 58% | 40% | 0:05 | |
| 203 | 120 | 115 | 0 | 352 | - | 1.04 | 51% | 35% | 0:05 | |
| 107 | 35 | 105 | 0 | 198 | - | 0.33 | 25% | 18% | 0:06 | |
| Team Total | 574 | 305 | 330 | 0 | 926 | - | 0.92 | 48% | 33% | 0:18 |
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.
| 18 |
| 1 |
| 2 |
| 4 kills |
| 15 | 6 | 1 | 3 | 5 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 6 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 6 kills | |||||
| 5 | 5 kills | |||||
| 2 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 | 11 | 3 | 0 | 1 | 16 | 0/- | 175 | 8 | 4 | 0 | 0 | 10 | 1 | 419 | |
| -🇺🇸 | Attacker | 9 | 1 | 1 | 0 | 19 | 0/- | 45 | 5 | 7 | 0 | 0 | 11 | 1 | 355 | |
| -🇺🇸 | Attacker | 10 | 0 | 1 | 0 | 20 | 0/- | 58 | 6 | 1 | 0 | 0 | 13 | 2 | 291 | |
| -🇸🇪 | Attacker | 17 | 0 | 2 | 0 | 8 | 0/- | 153 | 5 | 3 | 0 | 0 | 5 | 2 | 281 | |
| -🇬🇧 | Attacker | 6 | 0 | 0 | 0 | 15 | 0/- | 66 | 3 | 11 | 0 | 1 | 13 | 0 | 229 | |
| -🇬🇧 | Attacker | 12 | 1 | 0 | 0 | 14 | 0/- | 2 | 5 | 6 | 0 | 1 | 8 | 1 | 228 |
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 | 498 | 498Hz | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 92 | 95 | 97 | 0 | Good connection | ||
| 30000 | - | - | 105 | 105 | 106 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | - | - | 108 | 114 | 121 | 0 | Sawtooth variation | ||
| 25000 | 295 | 143Hz | 35 | 37 | 37 | 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 had a huge game and played well above your usual level at 1.54x. You ran the flag well and gave your team end product: 1 cap from 9 grabs. You fought efficiently: 150-110 with a 1.36 K/D, and I think you played your role in the team well. 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 1.49x. You carried real threat on attack, turning 11 grabs into 3 caps and 1 solo. You fought efficiently: 116-92 with a 1.26 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.30x. You were active on attack with 10 grabs; I think your next step is turning more of those into safe runs. You did make some good returns, and those stops helped your team stay in the game. 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 | This was excellent work from you, with your match rating landing at 1.28x. Very strong flag running: you made 12 grabs count with 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. If you see the grab, go for it, but try to avoid gambling alone when your teammates are not in position. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.16x. You kept looking for the flag with 6 grabs; now the aim is cleaner routes and better timing with cover. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. | |
| Stable | Attacker | You played around your normal level at 1.05x, so your focus should be small improvements rather than a full reset. Your flag pressure was good with 17 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 35-105 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. |