Unreal HeavenThe home of 2v2 and 3v3 iCTF4 May 2026, 16:32
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 326 | 126 | 132 | 0 | 368 | 46.0 cm | 0.95 | 49% | 34% | 0:04 | |
| 323 | 122 | 137 | 0 | 306 | - | 0.89 | 47% | 40% | 0:04 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 63 | ||
| 60 | ||
| 62 |
| Killer | Victim | |
|---|---|---|
| 89 | ||
| 96 | ||
| 43 | ||
| 41 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 6 | 2 | 1 | 5 kills | |||
| 18 | 15 | 6 | 8 | 5 kills | |||
| 21 | 6 | 2 | 1 | 5 kills | |||
Loading player feedback...
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 12-0 in favour of Red Team.
The opening breakthrough came at 1:00 when -cide- scored for Red Team. Red Team created more scoring chances, converting 12 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:25, with -uh.Pr3DazZz finishing for Red Team. That score set the closing shape of the match at 12-0.
-uh.Pr3DazZz stood out as the main objective influence with 9 grabs, 5 captures, 14 returns, and an MVP score of 1102. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 57 grabs, 35 pickups, 12 captures, 4 solos, 8 assists, 79 flag kills, 19 covers, 0 seals, 44 returns, 35 mid returns, 9 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 46% accuracy and 185 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 36 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: saxon finished with 45 lama score from 185 kills and 70 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 649 |
| 248 |
| 269 |
| 0 |
| 674 |
| 46.0 cm |
| 0.92 |
| 48% |
| 37% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 342 | 185 | 123 | 0 | 400 | - | 1.50 | 60% | 46% | 0:05 | |
| 181 | 84 | 125 | 0 | 350 | 58.3 cm | 0.67 | 40% | 24% | 0:05 | |
| Team Total | 523 | 269 | 248 | 0 | 750 | 58.3 cm | 1.08 | 52% | 36% | 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.
| 22 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 7 kills | |||||
| 5 | 6 kills | |||||
| 4 | 5 kills | |||||
| 1 | 5 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 | 9 | 5 | 6 | 3 | 17 | 0/- | 666 | 15 | 8 | 13 | 0 | 14 | 1 | 1102 | |
| -🇩🇪 | Attacker | 20 | 7 | 2 | 1 | 15 | 0/- | 534 | 16 | 8 | 12 | 0 | 14 | 2 | 1028 | |
| -🇬🇧 | Attacker | 15 | 0 | 0 | 0 | 34 | 0/- | 0 | 2 | 2 | 4 | 0 | 7 | 2 | 487 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 13 | 0/- | 0 | 2 | 1 | 6 | 0 | 9 | 4 | 397 |
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 | 360 | 240Hz | 23 | 24 | 24 | 0 | Good connection | ||
| 30000 | - | - | 10 | 10 | 10 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 10 | 10 | 10 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 23 | 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 | I think this was one of your stronger performances, coming in at 2.12x. As an attacker, you kept pressure on the enemy base with 15 grabs; your next jump is converting more of those starts into completed runs. You fought efficiently: 185-123 with a 1.50 K/D, and I think you played your role in the team well. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.10x. Your attacking runs had purpose, with 9 grabs leading to 5 caps and 3 solos. 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.04x. Very strong flag running: you made 20 grabs count with 7 caps and 1 solo. 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. | |
| Stable | Attacker | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. As an attacker, you kept pressure on the enemy base with 13 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 84-125 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. |