Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Nov 2025, 15:29
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 249 | 138 | 119 | 0 | 363 | 20.3 cm | 1.16 | 54% | 39% | 0:05 | |
| 212 | 111 | 136 | 0 | 377 | 20.3 cm | 0.82 | 45% | 29% | 0:04 | |
| Team Total | 461 | 249 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 77 | ||
| 57 | ||
| 54 |
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 73 | ||
| 59 | ||
| 63 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 11 | 6 | 5 kills | ||||
| 18 | 7 | 4 | 1 | 5 kills | |||
| 18 | 3 | 3 | 2 | 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 2-3 in favour of Blue Team.
The opening breakthrough came at 5:15 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 5 captures. Momentum changed hands 2 times as the scoreline developed. 1 capture was completed solo.
Blue 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 9:54, with _-=Pr3dazZz=- finishing for Blue Team. That score set the closing shape of the match at 2-3.
-uh.StarzZz`- stood out as the main objective influence with 9 grabs, 0 captures, 13 returns, and an MVP score of 645. _-=Pr3dazZz=- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 38 grabs, 42 pickups, 5 captures, 1 solos, 4 assists, 75 flag kills, 24 covers, 0 seals, 33 returns, 29 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 133 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 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 255 |
| 0 |
| 740 |
| 20.3 cm |
| 0.98 |
| 49% |
| 34% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 264 | 133 | 118 | 0 | 350 | 13.5 cm | 1.13 | 53% | 39% | 0:05 | |
| 257 | 122 | 131 | 0 | 348 | 36.0 cm | 0.93 | 48% | 36% | 0:05 | |
| Team Total | 521 | 255 | 249 | 0 | 698 | 24.7 cm | 1.02 | 51% | 38% | 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 |
| 5 |
| 3 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 10 kills | ||||
| 3 | 7 kills | |||||
| 1 | 7 kills | |||||
| 1 | 6 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 | 0 | 3 | 0 | 21 | 0/- | 193 | 10 | 7 | 11 | 0 | 13 | 1 | 645 | |
| -🇬🇧 | Attacker | 11 | 1 | 1 | 1 | 20 | 0/- | 199 | 16 | 1 | 7 | 0 | 8 | 1 | 570 | |
| -🇬🇧 | Attacker | 8 | 3 | 0 | 0 | 19 | 0/- | 107 | 11 | 6 | 6 | 0 | 6 | 1 | 520 | |
| -🇳🇱 | Attacker | 10 | 1 | 0 | 0 | 15 | 0/- | 1 | 5 | 10 | 5 | 0 | 6 | 1 | 347 |
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 | 13 | 14 | 0 | Good connection | ||
| 30000 | - | - | 18 | 19 | 20 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 19 | 0 | Bumpy connection | ||
| 30000 | 498 | 498Hz | 8 | 8 | 9 | 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 had a huge game and played well above your usual level at 1.57x. As an attacker, you kept pressure on the enemy base with 9 grabs; your next jump is converting more of those starts into completed runs. 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 were one of the players who shaped this match, finishing at 1.47x. Excellent flag running from you: 8 grabs became 3 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. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.37x. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 11 grabs. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.25x. You ran the flag well and gave your team end product: 1 cap from 10 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. |