Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Sept 2025, 21:57
5-Cubes Rahnem2
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 381 | 135 | 100 | 0 | 301 | 20.3 cm | 1.35 | 57% | 45% | 0:06 | |
| 354 | 123 | 98 | 0 | 333 | 36.0 cm | 1.26 | 56% | 37% | 0:06 | |
| Team Total | 735 | 258 | 198 | 0 | 634 | 28.1 cm | 1.30 | 57% | 41% | 0:14 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 66 | ||
| 69 | ||
| 63 | ||
| 60 |
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 68 | ||
| 38 | ||
| 30 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 4 | 6 | 1 | 5 kills | |||
| 13 | 12 | 2 | 2 | 5 kills | |||
| 18 | 7 | 2 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-5Cubes-Rahnem-v3 between Red and Blue Team, ending 6-0 in favour of Red Team.
The opening breakthrough came at 0:10 when pho` scored for Red Team. Red Team created more scoring chances, converting 6 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:33, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 6-0.
pho` stood out as the main objective influence with 29 grabs, 2 captures, 21 returns, and an MVP score of 1093. Broken_Soul made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 80 grabs, 41 pickups, 6 captures, 1 solos, 3 assists, 114 flag kills, 39 covers, 0 seals, 73 returns, 59 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 135 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 40 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 5 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 317 | 130 | 129 | 0 | 317 | 46.0 cm | 1.01 | 50% | 41% | 0:05 | |
| 246 | 68 | 129 | 0 | 260 | 58.3 cm | 0.53 | 35% | 27% | 0:05 | |
| Team Total | 563 | 198 | 258 | 0 | 577 | 52.1 cm | 0.77 | 43% | 34% | 0:10 |
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.
| 11 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 29 | 2 | 3 | 0 | 31 | 0/- | 379 | 9 | 14 | 18 | 0 | 21 | 2 | 1093 | |
| -🇬🇧 | Attacker | 14 | 4 | 0 | 1 | 25 | 0/- | 221 | 12 | 15 | 12 | 0 | 15 | 4 | 984 | |
| -🇩🇪 | Attacker | 28 | 0 | 0 | 0 | 35 | 0/- | 0 | 12 | 6 | 17 | 0 | 20 | 3 | 666 | |
| -🇬🇧 |
| Attacker |
| 9 |
| 0 |
| 0 |
| 0 |
| 23 |
| 0/- |
| 0 |
| 8 |
| 4 |
| 12 |
| 0 |
| 17 |
| 5 |
| 587 |
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 | 8 | 9 | 9 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 30000 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 27 | 28 | 30 | 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 | Great game, this was a really strong performance from you at 1.94x. Very strong flag running: you made 29 grabs count with 2 caps. You fought efficiently: 135-100 with a 1.35 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 | You should be happy with this one; your performance was well above your usual level at 1.85x. You looked dangerous whenever you got the flag, and 14 grabs led to 4 caps and 1 solo. You fought efficiently: 123-98 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 | Well played, this was a fantastic performance at 1.59x. You were active on attack with 28 grabs; I think your next step is turning more of those into safe runs. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.21x. 9 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 68-129 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |