Unreal HeavenThe home of 2v2 and 3v3 iCTF27 Nov 2025, 15:08
CTF-(TDK)-2on2-Radiation
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 175 | 60 | 81 | 0 | 204 | 58.3 cm | 0.74 | 43% | 30% | 0:11 | |
| 171 | 74 | 87 | 0 | 200 | 13.5 cm | 0.85 | 46% | 37% | 0:10 | |
| Team Total | 346 | 134 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 8 | 3 | 1 | 4 kills | ||||
| 14 | 5 | 3 kills | |||||
| 11 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-Jump-Radiation-v1 between Red and Blue Team, ending 2-4 in favour of Blue Team.
The opening breakthrough came at 0:23 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:48, with _-=Pr3dazZz=- finishing for Blue Team. That score set the closing shape of the match at 2-4.
pho` stood out as the main objective influence with 10 grabs, 3 captures, 14 returns, and an MVP score of 722. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 44 grabs, 28 pickups, 6 captures, 1 solos, 3 assists, 66 flag kills, 18 covers, 0 seals, 37 returns, 29 mid returns, 8 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 47% accuracy and 95 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: _-=Pr3dazZz=- produced 5 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.
| 168 |
| 0 |
| 404 |
| 35.9 cm |
| 0.80 |
| 44% |
| 33% |
| 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 253 | 95 | 69 | 0 | 201 | 20.3 cm | 1.38 | 58% | 47% | 0:13 | |
| 218 | 73 | 65 | 0 | 214 | 36.0 cm | 1.12 | 53% | 35% | 0:14 | |
| Team Total | 471 | 168 | 134 | 0 | 415 | 28.1 cm | 1.25 | 56% | 41% | 0:27 |
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.
| 6 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 5 kills | |||||
| 4 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 | 10 | 3 | 1 | 1 | 21 | 0/- | 252 | 9 | 4 | 12 | 0 | 14 | 1 | 722 | |
| -🇬🇧 | Attacker | 9 | 1 | 1 | 0 | 14 | 0/- | 148 | 7 | 8 | 4 | 0 | 8 | 5 | 582 | |
| -🇬🇧 | Attacker | 6 | 2 | 0 | 0 | 17 | 0/- | 101 | 8 | 2 | 7 | 0 | 8 | 1 | 436 | |
| -🇬🇧 | Attacker | 19 | 0 | 1 | 0 | 14 | 0/- | 99 | 4 | 4 | 6 | 0 | 7 | 1 | 419 |
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 | 238 | 238Hz | 12 | 13 | 16 | 0 | Bumpy connection | ||
| 30000 | - | - | 13 | 14 | 16 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 7 | 8 | 10 | 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 | You had a huge game and played well above your usual level at 1.62x. Your grabs and running were a real strength, with 10 grabs turning into 3 caps and 1 solo. You fought efficiently: 95-69 with a 1.38 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 | This was excellent work from you, with your match rating landing at 1.44x. You gave the enemy defence problems and backed it up with 1 cap from 9 grabs. 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. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.17x. You gave the enemy defence problems and backed it up with 2 caps from 6 grabs. I think survival was your main issue: 60-81 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. | |
| Stable | Attacker | You were close to your usual level at 1.07x, with room to turn steady play into a bigger influence. 19 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 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. |