Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Aug 2025, 17:35
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 571 | 139 | 119 | 0 | 343 | 20.3 cm | 1.17 | 54% | 41% | 0:05 | |
| 492 | 92 | 123 | 0 | 296 | 58.3 cm | 0.75 | 43% | 32% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 69 | ||
| 52 | ||
| 40 |
| Killer | Victim | |
|---|---|---|
| 49 | ||
| 59 | ||
| 70 | ||
| 64 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 5 | 2 | 3 | 5 kills | |||
| 15 | 8 | 5 | 2 | 5 kills | |||
| 17 | 7 | 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-andACTION((Revamp)) between Red and Blue Team, ending 10-5 in favour of Red Team.
The opening breakthrough came at 2:26 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 10 of the 15 captures. Momentum changed hands 1 time as the scoreline developed. 7 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 10:52, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 10-5.
pho` stood out as the main objective influence with 31 grabs, 6 captures, 38 returns, and an MVP score of 2004. Broken_Soul made the biggest clutch contribution, recording 14 close-save returns.
Objective ledger for the match: 125 grabs, 71 pickups, 15 captures, 5 solos, 8 assists, 181 flag kills, 40 covers, 0 seals, 110 returns, 62 mid returns, 48 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 139 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: Broken_Soul produced 14 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.
| Team Total |
| 1063 |
| 231 |
| 242 |
| 0 |
| 639 |
| 39.3 cm |
| 0.95 |
| 49% |
| 37% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 469 | 108 | 122 | 0 | 337 | 36.0 cm | 0.89 | 47% | 33% | 0:05 | |
| 457 | 134 | 109 | 0 | 393 | - | 1.23 | 55% | 34% | 0:06 | |
| Team Total | 926 | 242 | 231 | 0 | 730 | 36.0 cm | 1.05 | 51% | 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.
| 17 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 5 | 7 kills | |||||
| 1 | 5 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 | 31 | 6 | 2 | 2 | 55 | 0/- | 404 | 23 | 9 | 23 | 0 | 38 | 13 | 2004 | |
| -🇬🇧 | Attacker | 28 | 4 | 4 | 1 | 38 | 0/- | 596 | 16 | 9 | 11 | 0 | 23 | 14 | 1869 | |
| -🇬🇧 | Attacker | 30 | 2 | 1 | 0 | 42 | 0/- | 313 | 18 | 11 | 15 | 0 | 25 | 13 | 1321 | |
| -🇬🇧 | Attacker | 36 | 3 | 1 | 2 | 46 | 0/- | 187 | 14 | 11 | 13 | 0 | 24 | 8 | 972 |
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 | 13 | 14 | 16 | 0 | Minor variation | ||
| 30000 | - | - | 13 | 15 | 16 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 21 | 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 should be happy with this one; your performance was well above your usual level at 2.33x. Your attacking play was strong, especially because you turned 31 grabs into 6 caps and 2 solos. Aim was a real positive at 41% 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. | |
| Godlike | Attacker | You played a really good game here and your 2.13x rating shows it. Your grabs and running were a real strength, with 28 grabs turning into 4 caps and 1 solo. I think survival was your main issue: 92-123 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.75x. You ran the flag well and gave your team end product: 2 caps from 30 grabs. 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.75x. You carried real threat on attack, turning 36 grabs into 3 caps and 2 solos. 55% efficiency shows the fight selection was generally good. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |