Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Feb 2026, 19:01
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 438 | 102 | 76 | 0 | 278 | 13.5 cm | 1.34 | 57% | 37% | 0:08 | |
| 381 | 103 | 74 | 0 | 302 | - | 1.39 | 58% | 35% | 0:08 | |
| Team Total | 819 | 205 | 150 | 0 | 580 | 13.5 cm | 1.37 | 58% | 36% | 0:18 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 5 | 1 | 1 | 5 kills | |||
| 17 | 3 | 1 | 4 kills | ||||
| 12 | 5 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-F_RIFK_66 between Red and Blue Team, ending 16-4 in favour of Red Team.
The opening breakthrough came at 0:14 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 16 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 10:37, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 16-4.
-uh.StarzZz`- stood out as the main objective influence with 24 grabs, 10 captures, 20 returns, and an MVP score of 1709. -uh.StarzZz`- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 78 grabs, 25 pickups, 20 captures, 13 solos, 4 assists, 82 flag kills, 37 covers, 0 seals, 57 returns, 44 mid returns, 13 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 102 kills.
Banter read: -uh.StarzZz`- did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: -uh.StarzZz`- 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 243 | 94 | 100 | 0 | 318 | - | 0.94 | 48% | 30% | 0:06 | |
| 183 | 56 | 105 | 0 | 235 | 58.3 cm | 0.53 | 35% | 24% | 0:06 | |
| Team Total | 426 | 150 | 205 | 0 | 553 | 58.3 cm | 0.73 | 42% | 27% | 0:13 |
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.
| 7 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 10 kills | ||||
| 2 | 6 kills | |||||
| 3 | 6 kills | |||||
| 3 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 | 10 | 1 | 8 | 25 | 0/- | 1170 | 5 | 10 | 17 | 0 | 20 | 5 | 1709 | |
| -🇬🇧 | Attacker | 13 | 6 | 1 | 4 | 26 | 0/- | 430 | 6 | 19 | 13 | 0 | 17 | 2 | 1076 | |
| -🇬🇧 | Attacker | 17 | 2 | 2 | 1 | 17 | 0/- | 375 | 6 | 4 | 7 | 0 | 10 | 1 | 719 | |
| -🇬🇧 |
| Attacker |
| 24 |
| 2 |
| 0 |
| 0 |
| 14 |
| 0/- |
| 25 |
| 8 |
| 4 |
| 7 |
| 0 |
| 10 |
| 5 |
| 579 |
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 | - | - | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 10 | 12 | 13 | 0 | Minor variation | ||
| 30000 | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 20000 | - | - | 20 | 22 | 25 | 0 | Rhythmic fluctuation |
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 2.55x. You carried real threat on attack, turning 24 grabs into 10 caps and 8 solos. You fought efficiently: 102-76 with a 1.34 K/D, and I think you played your role in the team well. 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 put together a top-level game here and finished at 2.03x. You looked dangerous whenever you got the flag, and 13 grabs led to 6 caps and 4 solos. You fought efficiently: 103-74 with a 1.39 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 | You should be happy with this one; your performance was well above your usual level at 1.28x. You carried real threat on attack, turning 17 grabs into 2 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 | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 2 caps from 24 grabs. I think survival was your main issue: 56-105 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. |