Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Apr 2026, 16:15
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 533 | 154 | 125 | 0 | 336 | 20.3 cm | 1.23 | 55% | 46% | 0:05 | |
| 395 | 88 | 130 | 0 | 274 | 58.3 cm | 0.68 | 40% | 32% | 0:05 | |
| Team Total | 928 | 242 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 79 | ||
| 75 | ||
| 45 | ||
| 43 |
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 65 | ||
| 67 | ||
| 65 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 5 | 3 | 4 | 5 kills | |||
| 21 | 12 | 4 | 2 | 5 kills | |||
| 16 | 8 | 4 | 2 | 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 5-15 in favour of Blue Team.
The opening breakthrough came at 0:06 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 15 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:42, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 5-15.
-uh.Pr3DazZz stood out as the main objective influence with 29 grabs, 11 captures, 29 returns, and an MVP score of 2010. -uh.Pr3DazZz made the biggest clutch contribution, recording 15 close-save returns.
Objective ledger for the match: 117 grabs, 75 pickups, 20 captures, 10 solos, 7 assists, 171 flag kills, 55 covers, 0 seals, 96 returns, 58 mid returns, 38 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 46% accuracy and 154 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: -uh.Pr3DazZz produced 15 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.
| 255 |
| 0 |
| 610 |
| 39.3 cm |
| 0.95 |
| 49% |
| 40% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 588 | 123 | 124 | 0 | 316 | - | 0.99 | 50% | 39% | 0:05 | |
| 470 | 132 | 118 | 0 | 335 | 13.5 cm | 1.12 | 53% | 39% | 0:05 | |
| Team Total | 1058 | 255 | 242 | 0 | 651 | 13.5 cm | 1.05 | 51% | 39% | 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.
| 11 |
| 4 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 2 | 6 kills | |||||
| 5 | 6 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 | 29 | 11 | 0 | 4 | 39 | 0/- | 897 | 23 | 12 | 19 | 0 | 29 | 15 | 2010 | |
| -🇬🇧 | Attacker | 38 | 4 | 1 | 3 | 59 | 0/- | 388 | 15 | 8 | 16 | 0 | 29 | 7 | 1346 | |
| -🇬🇧 | Attacker | 33 | 4 | 5 | 3 | 41 | 0/- | 603 | 21 | 18 | 12 | 0 | 20 | 3 | 1331 | |
| -🇬🇧 |
| Attacker |
| 17 |
| 1 |
| 1 |
| 0 |
| 32 |
| 0/- |
| 112 |
| 16 |
| 17 |
| 11 |
| 0 |
| 18 |
| 13 |
| 1172 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 20 | 21 | 22 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 20000 | - | - | 10 | 10 | 11 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 17 | 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 2.54x. Excellent flag running from you: 29 grabs became 11 caps and 4 solos. 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 | You should be happy with this one; your performance was well above your usual level at 1.93x. Very strong flag running: you made 38 grabs count with 4 caps and 3 solos. Aim was a real positive at 46% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You played a really good game here and your 1.84x rating shows it. Your flag work was one of your best areas, with 33 grabs producing 4 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 | You should be happy with this one; your performance was well above your usual level at 1.56x. You were dangerous with the flag: 17 grabs led to 1 cap. I think survival was your main issue: 88-130 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |