Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Jan 2026, 15:28
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 583 | 150 | 112 | 0 | 349 | 20.3 cm | 1.34 | 57% | 43% | 0:06 | |
| 488 | 110 | 133 | 0 | 335 | 58.3 cm | 0.83 | 45% | 35% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 5 | 2 | 5 kills | ||||
| 20 | 7 | 5 | 3 | 5 kills | |||
| 19 | 6 | 3 | 3 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-SmallMountain between Red and Blue Team, ending 20-19 in favour of Red Team.
The opening breakthrough came at 0:22 when ~-uE*Whoepie-~ scored for Blue Team. Red Team created more scoring chances, converting 20 of the 39 captures. Momentum changed hands 5 times as the scoreline developed. 28 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 11:13, with pho` finishing for Red Team. That score set the closing shape of the match at 20-19.
pho` stood out as the main objective influence with 27 grabs, 12 captures, 35 returns, and an MVP score of 2040. pho` anchored the recovery work with 35 total returns.
Objective ledger for the match: 146 grabs, 38 pickups, 39 captures, 13 solos, 11 assists, 145 flag kills, 51 covers, 0 seals, 107 returns, 107 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 150 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: pho` hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 1071 |
| 260 |
| 245 |
| 0 |
| 684 |
| 39.3 cm |
| 1.06 |
| 51% |
| 39% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 473 | 134 | 121 | 0 | 345 | 13.5 cm | 1.11 | 53% | 40% | 0:05 | |
| 417 | 111 | 139 | 0 | 291 | - | 0.80 | 44% | 38% | 0:04 | |
| Team Total | 890 | 245 | 260 | 0 | 636 | 13.5 cm | 0.94 | 49% | 39% | 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.
| 17 |
| 6 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 4 | 7 kills | |||||
| 1 | 6 kills | |||||
| 4 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 | 27 | 12 | 0 | 2 | 51 | 0/- | 986 | 8 | 12 | 35 | 0 | 35 | 0 | 2040 | |
| -🇬🇧 | Attacker | 36 | 8 | 3 | 5 | 36 | 0/- | 1014 | 7 | 10 | 29 | 0 | 29 | 0 | 2023 | |
| -🇬🇧 | Attacker | 46 | 10 | 2 | 3 | 35 | 0/- | 1016 | 11 | 17 | 28 | 0 | 28 | 0 | 1951 | |
| -🇳🇱 | Attacker | 37 | 9 | 6 | 3 | 23 | 0/- | 884 | 12 | 12 | 15 | 0 | 15 | 0 | 1470 |
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 | - | - | 13 | 15 | 25 | 1 | Occasional lag spikes | ||
| 25000 | 400 | 280Hz | 14 | 15 | 16 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 20 | 0 | Bumpy connection | ||
| 25000 | 999 | 0Hz | 16 | 17 | 19 | 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 2.20x rating shows it. You gave the enemy defence problems and backed it up with 12 caps and 2 solos from 27 grabs. You fought efficiently: 150-112 with a 1.34 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 | Great game, this was a really strong performance from you at 2.14x. You were dangerous with the flag: 36 grabs led to 8 caps and 5 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 2.04x. Excellent flag running from you: 46 grabs became 10 caps and 3 solos. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.79x. You looked dangerous whenever you got the flag, and 37 grabs led to 9 caps and 3 solos. I think survival was your main issue: 111-139 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. |