Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Oct 2025, 15:00
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 380 | 166 | 105 | 0 | 498 | 20.3 cm | 1.58 | 61% | 43% | 0:06 | |
| 338 | 112 | 114 | 0 | 381 | 58.3 cm | 0.98 | 50% | 33% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 88 | ||
| 78 | ||
| 59 | ||
| 53 |
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 57 | ||
| 43 | ||
| 57 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 11 | 10 | 3 | 5 kills | |||
| 18 | 7 | 2 | 2 | 5 kills | |||
| 12 | 8 | 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-andACTION-Misty between Red and Blue Team, ending 12-0 in favour of Red Team.
The opening breakthrough came at 0:43 when Broken_Soul 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. 1 capture was completed solo.
The final capture arrived at 8:02, with pho` finishing for Red Team. That score set the closing shape of the match at 12-0.
pho` stood out as the main objective influence with 24 grabs, 6 captures, 12 returns, and an MVP score of 1135. newut made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 63 grabs, 44 pickups, 12 captures, 0 solos, 11 assists, 95 flag kills, 42 covers, 0 seals, 51 returns, 39 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 166 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: newut produced 5 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.
| 718 |
| 278 |
| 219 |
| 0 |
| 879 |
| 39.3 cm |
| 1.27 |
| 56% |
| 39% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 301 | 119 | 147 | 0 | 390 | 13.5 cm | 0.81 | 45% | 36% | 0:04 | |
| 272 | 100 | 131 | 0 | 333 | - | 0.76 | 43% | 30% | 0:05 | |
| Team Total | 573 | 219 | 278 | 0 | 723 | 13.5 cm | 0.79 | 44% | 33% | 0:09 |
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.
| 18 |
| 4 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 12 kills | ||||
| 2 | 5 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 | 24 | 6 | 5 | 0 | 16 | 0/- | 650 | 15 | 15 | 12 | 0 | 12 | 2 | 1135 | |
| -🇬🇧 | Attacker | 13 | 6 | 6 | 0 | 14 | 0/- | 550 | 25 | 23 | 10 | 0 | 14 | 2 | 1010 | |
| -🇬🇧 | Attacker | 20 | 0 | 0 | 0 | 36 | 0/- | 0 | 1 | 1 | 9 | 0 | 13 | 3 | 598 | |
| -🇺🇸 | Attacker | 6 | 0 | 0 | 0 | 29 | 0/- | 0 | 3 | 3 | 8 | 0 | 12 | 5 | 554 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 35000 | - | - | 13 | 14 | 21 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 13 | 16 | 20 | 0 | Rhythmic fluctuation | ||
| 30000 | 0 | 240Hz | 104 | 111 | 163 | 1 | Occasional lag spikes |
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 2.04x. Excellent flag running from you: 24 grabs became 6 caps. You fought efficiently: 166-105 with a 1.58 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 | This was excellent work from you, with your match rating landing at 2.02x. You gave the enemy defence problems and backed it up with 6 caps from 13 grabs. 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.34x. 20 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You did make some good returns, and those stops helped your team stay in the game. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.20x. You kept looking for the flag with 6 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 100-131 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. |