Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Mar 2026, 16:57
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 267 | 148 | 100 | 0 | 360 | - | 1.48 | 60% | 42% | 0:06 | |
| 208 | 110 | 99 | 0 | 392 | - | 1.11 | 53% | 30% | 0:06 | |
| Team Total | 475 | 258 | 199 | 0 | 752 | - | 1.30 | 56% | 35% | 0:14 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 83 | ||
| 65 | ||
| 60 | ||
| 50 |
| Killer | Victim | |
|---|---|---|
| 66 | ||
| 70 | ||
| 34 | ||
| 29 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 10 | 5 | 2 | 5 kills | |||
| 24 | 7 | 4 | 2 | 5 kills | |||
| 13 | 6 | 4 | 1 | 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-Hunter-v3 between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 0:41 when Broken_Soul scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 9:26, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-4.
pho` stood out as the main objective influence with 10 grabs, 0 captures, 18 returns, and an MVP score of 653. -uh.Pr3DazZz made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 50 grabs, 9 pickups, 7 captures, 4 solos, 1 assists, 52 flag kills, 35 covers, 0 seals, 43 returns, 39 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 42% accuracy and 148 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.
Clutch desk: -uh.Pr3DazZz produced 2 close-save returns, also known as deleting someone else's highlight clip.
Blue 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 281 | 136 | 143 | 0 | 348 | 20.3 cm | 0.95 | 49% | 40% | 0:04 | |
| 165 | 63 | 115 | 0 | 251 | 58.3 cm | 0.55 | 35% | 25% | 0:05 | |
| Team Total | 446 | 199 | 258 | 0 | 599 | 39.3 cm | 0.77 | 44% | 34% | 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.
| 10 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 1 | 5 kills | |||||
| 2 | 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 | 10 | 0 | 1 | 0 | 20 | 0/- | 0 | 2 | 11 | 17 | 0 | 18 | 2 | 653 | |
| -🇬🇧 | Attacker | 13 | 4 | 0 | 2 | 8 | 0/- | 400 | 3 | 1 | 5 | 0 | 6 | 0 | 596 | |
| -🇬🇧 | Attacker | 14 | 1 | 0 | 1 | 12 | 0/- | 133 | 1 | 14 | 7 | 0 | 8 | 2 | 585 | |
| -🇧🇪 |
| Attacker |
| 13 |
| 2 |
| 0 |
| 1 |
| 12 |
| 0/- |
| 167 |
| 3 |
| 9 |
| 10 |
| 0 |
| 11 |
| 0 |
| 534 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 12 | 13 | 14 | 0 | Good connection | ||
| 20000 | - | - | 40 | 44 | 49 | 0 | Sawtooth variation | ||
| 25000 | 600 | 500Hz | 14 | 15 | 17 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 19 | 19 | 20 | 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 | Great game, this was a really strong performance from you at 1.59x. You looked dangerous whenever you got the flag, and 14 grabs led to 1 cap and 1 solo. You fought efficiently: 148-100 with a 1.48 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 1.51x. You were active on attack with 10 grabs; I think your next step is turning more of those into safe runs. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. 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 this was a good step up from your normal game, with a 1.24x rating. Your grabs and running were a real strength, with 13 grabs turning into 4 caps and 2 solos. I think survival was your main issue: 63-115 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.13x. Your attacking runs had purpose, with 13 grabs leading to 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. |