Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Aug 2025, 18:56
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 708 | 147 | 85 | 0 | 389 | - | 1.73 | 63% | 38% | 0:07 | |
| 583 | 104 | 103 | 0 | 320 | 58.3 cm | 1.01 | 50% | 33% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 74 | ||
| 73 | ||
| 46 | ||
| 58 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 60 | ||
| 35 | ||
| 43 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 6 | 6 | 3 | 5 kills | |||
| 15 | 4 | 2 | 1 | 5 kills | |||
| 16 | 8 | 1 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-SmallMountain between Red and Blue Team, ending 38-15 in favour of Red Team.
The opening breakthrough came at 0:09 when -cide- scored for Blue Team. Red Team created more scoring chances, converting 38 of the 53 captures. Momentum changed hands 1 time as the scoreline developed. 46 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 10:58, with macz^ finishing for Red Team on a solo run. That score set the closing shape of the match at 38-15.
macz^ stood out as the main objective influence with 54 grabs, 24 captures, 21 returns, and an MVP score of 2500. Broken_Soul anchored the recovery work with 33 total returns.
Objective ledger for the match: 148 grabs, 35 pickups, 53 captures, 29 solos, 7 assists, 130 flag kills, 70 covers, 0 seals, 95 returns, 95 mid returns, 0 clutch returns, and 0 cherry picks.
macz^ supplied the sharpest shooting numbers, finishing with 38% accuracy and 147 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 49 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 1291 |
| 251 |
| 188 |
| 0 |
| 709 |
| 58.3 cm |
| 1.34 |
| 57% |
| 36% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 454 | 110 | 120 | 0 | 339 | 46.0 cm | 0.92 | 48% | 32% | 0:05 | |
| 319 | 78 | 131 | 0 | 316 | 13.5 cm | 0.60 | 37% | 26% | 0:05 | |
| Team Total | 773 | 188 | 251 | 0 | 655 | 29.7 cm | 0.75 | 43% | 29% | 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.
| 13 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 1 | 10 kills | ||||
| 2 | 9 kills | |||||
| 3 | 7 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 | 54 | 24 | 2 | 13 | 34 | 0/- | 2594 | 8 | 18 | 21 | 0 | 21 | 0 | 2500 | |
| -🇬🇧 | Attacker | 25 | 14 | 3 | 9 | 38 | 0/- | 1206 | 9 | 23 | 33 | 0 | 33 | 0 | 2200 | |
| -🇩🇪 | Attacker | 37 | 11 | 0 | 4 | 33 | 0/- | 995 | 12 | 10 | 25 | 0 | 25 | 0 | 1807 | |
| -🇬🇧 |
| Attacker |
| 32 |
| 4 |
| 2 |
| 3 |
| 25 |
| 0/- |
| 505 |
| 6 |
| 19 |
| 16 |
| 0 |
| 16 |
| 0 |
| 1051 |
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 | - | - | 19 | 20 | 23 | 0 | Bumpy connection | ||
| 30000 | - | - | 13 | 15 | 17 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 29 | 30 | 31 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 13 | 14 | 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 | Well played, this was a fantastic performance at 2.94x. Your flag work was one of your best areas, with 54 grabs producing 24 caps and 13 solos. You fought efficiently: 147-85 with a 1.73 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 | I think this was one of your stronger performances, coming in at 2.43x. Your attacking play was strong, especially because you turned 25 grabs into 14 caps and 9 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 | You put together a top-level game here and finished at 1.92x. Very strong flag running: you made 37 grabs count with 11 caps and 4 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. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.18x. You were dangerous with the flag: 32 grabs led to 4 caps and 3 solos. I think survival was your main issue: 78-131 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. |