Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Mar 2026, 15:17
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 111 | 60 | 73 | 0 | 175 | 20.3 cm | 0.82 | 45% | 34% | 0:08 |
| Team Total | 111 | 60 | 73 | 0 | 175 | 20.3 cm | 0.82 | 45% | 34% | 0:09 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| PeRcH72 | 7 | 5 | 3 | 1 | 5 kills | ||
| pho` | 8 | 3 | 1 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| PeRcH72 | 2 | 1 |
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Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 6:07 when PeRcH72 scored for Blue Team. Red Team created more scoring chances, converting 4 of the 5 captures. Momentum changed hands 1 time as the scoreline developed. 5 captures were completed solo.
Red 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 10:52, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 4-1.
PeRcH72 made the biggest clutch contribution, recording 1 close-save return.
pho` supplied the sharpest shooting numbers, finishing with 34% accuracy and 60 kills.
Clutch desk: PeRcH72 produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | PeRcH72 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 123 |
| - | pho` | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 111 |
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| PeRcH72FB | 123 | 73 | 60 | 0 | 232 | 20.3 cm | 1.22 | 55% | 31% | 0:10 |
| Team Total | 123 | 73 | 60 | 0 | 232 | 20.3 cm | 1.22 | 55% | 31% | 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.
| 10 kills |
| pho` | 2 | 7 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | |
| PeRcH72 | 25000 | 300 | 175Hz | 18 | 18 | 19 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| PeRcH72 | Stable | Attacker | I think you had a steady game at 1.04x; one or two stronger moments would lift it nicely. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| pho` | Feeding | Attacker | You had a tough match at 0.65x, well below your usual level, but I think it is fixable. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |