Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Sept 2025, 17:53
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 372 | 127 | 76 | 0 | 342 | - | 1.67 | 63% | 37% | 0:08 | |
| 325 | 122 | 101 | 0 | 348 | 13.5 cm | 1.21 | 55% | 36% | 0:06 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 62 | ||
| 80 | ||
| 42 |
| Killer | Victim | |
|---|---|---|
| 48 | ||
| 69 | ||
| 28 | ||
| 32 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 10 | 2 | 2 | 5 kills | |||
| 21 | 6 | 2 | 1 | 5 kills | |||
| 18 | 7 | 3 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 13-2 in favour of Red Team.
The opening breakthrough came at 1:33 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 13 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 8:13, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 13-2.
localhero stood out as the main objective influence with 12 grabs, 9 captures, 10 returns, and an MVP score of 1162. newut made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 49 grabs, 38 pickups, 15 captures, 6 solos, 6 assists, 72 flag kills, 50 covers, 0 seals, 33 returns, 22 mid returns, 11 clutch returns, and 0 cherry picks.
localhero supplied the sharpest shooting numbers, finishing with 37% accuracy and 127 kills.
Banter read: localhero had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: newut produced 4 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.
| 697 |
| 249 |
| 177 |
| 0 |
| 690 |
| 13.5 cm |
| 1.41 |
| 58% |
| 37% |
| 0:16 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 313 | 117 | 145 | 0 | 355 | - | 0.81 | 45% | 33% | 0:04 | |
| 146 | 60 | 104 | 0 | 242 | - | 0.58 | 37% | 25% | 0:06 | |
| Team Total | 459 | 177 | 249 | 0 | 597 | - | 0.71 | 42% | 30% | 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.
| 7 |
| 1 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 7 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 12 | 9 | 2 | 4 | 15 | 0/- | 694 | 16 | 13 | 7 | 0 | 10 | 3 | 1162 | |
| -🇬🇧 | Attacker | 16 | 4 | 4 | 1 | 10 | 0/- | 606 | 16 | 29 | 6 | 0 | 9 | 3 | 1039 | |
| -🇺🇸 | Attacker | 9 | 2 | 0 | 1 | 36 | 0/- | 200 | 3 | 3 | 6 | 0 | 7 | 1 | 603 | |
| -🇺🇸 |
| Attacker |
| 12 |
| 0 |
| 0 |
| 0 |
| 11 |
| 0/- |
| 0 |
| 3 |
| 5 |
| 3 |
| 0 |
| 7 |
| 4 |
| 347 |
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 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 18 | 20 | 0 | Sawtooth variation | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 100 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 90 | 97 | 122 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.41x. Your attacking play was strong, especially because you turned 12 grabs into 9 caps and 4 solos. You fought efficiently: 127-76 with a 1.67 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 1.90x. Your flag work was one of your best areas, with 16 grabs producing 4 caps and 1 solo. The support share was meaningful at 34%, which usually means the quiet team-work was helping the bigger plays happen. 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 should be happy with this one; your performance was well above your usual level at 1.57x. Your grabs and running were a real strength, with 9 grabs turning into 2 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Feeding | Attacker | This was a hard outing for you at 0.73x; treat it as a reset point, not a verdict on your ability. You were active on attack with 12 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 60-104 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |