Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Dec 2025, 01:11
AndAction2020
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 379 | 115 | 89 | 0 | 317 | 46.0 cm | 1.29 | 56% | 36% | 0:07 | |
| 342 | 145 | 97 | 0 | 341 | 20.3 cm | 1.49 | 60% | 43% | 0:06 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 57 | ||
| 66 | ||
| 79 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 57 | ||
| 39 | ||
| 40 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 9 | 3 kills | |||||
| 18 | 5 | 6 | 5 | 5 kills | |||
| 14 | 3 | 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-AndAction2020 between Red and Blue Team, ending 18-1 in favour of Red Team.
The opening breakthrough came at 0:07 when -cide- scored for Red Team. Red Team created more scoring chances, converting 18 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:26, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 18-1.
-cide- stood out as the main objective influence with 26 grabs, 15 captures, 6 returns, and an MVP score of 1588. Broken_Soul made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 56 grabs, 21 pickups, 19 captures, 6 solos, 6 assists, 58 flag kills, 43 covers, 0 seals, 36 returns, 33 mid returns, 3 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 145 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 35 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 721 |
| 260 |
| 186 |
| 0 |
| 658 |
| 33.1 cm |
| 1.40 |
| 58% |
| 40% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 206 | 107 | 124 | 0 | 310 | - | 0.86 | 46% | 35% | 0:05 | |
| 192 | 79 | 136 | 0 | 274 | 58.3 cm | 0.58 | 37% | 29% | 0:04 | |
| Team Total | 398 | 186 | 260 | 0 | 584 | 58.3 cm | 0.72 | 42% | 32% | 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.
| 15 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 7 | 6 kills | |||||
| 4 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 | 26 | 15 | 3 | 6 | 6 | 0/- | 1443 | 9 | 4 | 6 | 0 | 6 | 0 | 1588 | |
| -🇬🇧 | Attacker | 11 | 3 | 3 | 0 | 16 | 0/- | 357 | 8 | 32 | 11 | 0 | 12 | 1 | 958 | |
| -🇬🇧 | Attacker | 9 | 1 | 0 | 0 | 17 | 0/- | 100 | 1 | 3 | 7 | 0 | 8 | 1 | 443 | |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 19 | 0/- | 0 | 3 | 4 | 9 | 0 | 10 | 1 | 376 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 25 | 26 | 27 | 0 | Good connection | ||
| 30000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 30000 | - | - | 14 | 15 | 16 | 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 were one of the players who shaped this match, finishing at 2.69x. Your flag work was one of your best areas, with 26 grabs producing 15 caps and 6 solos. You fought efficiently: 115-89 with a 1.29 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 1.79x. Your grabs and running were a real strength, with 11 grabs turning into 3 caps. You fought efficiently: 145-97 with a 1.49 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. | |
| Stable | Attacker | You were close to your usual level at 1.04x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 1 cap from 9 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You played around your normal level at 0.93x, so your focus should be small improvements rather than a full reset. 10 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 79-136 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. |