Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Jul 2026, 18:22
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 295 | 141 | 113 | 0 | 396 | 46.0 cm | 1.25 | 56% | 36% | 0:05 | |
| 198 | 82 | 140 | 0 | 308 | 82.4 cm | 0.59 | 37% | 27% | 0:04 | |
| Team Total | 493 | 223 | 253 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 72 | ||
| 69 | ||
| 40 | ||
| 42 |
| Killer | Victim | |
|---|---|---|
| 69 | ||
| 77 | ||
| 44 | ||
| 63 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 8 | 1 | 4 kills | ||||
| 21 | 9 | 4 | 4 | 5 kills | |||
| 17 | 8 | 4 | 4 | 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-Misty between Red and Blue Team, ending 1-16 in favour of Blue Team.
The opening breakthrough came at 0:41 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:21, with _-=Pr3dazZz=- finishing for Blue Team. That score set the closing shape of the match at 1-16.
-uh.StarzZz`- stood out as the main objective influence with 15 grabs, 7 captures, 11 returns, and an MVP score of 1390. Stealth made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 59 grabs, 41 pickups, 17 captures, 6 solos, 9 assists, 82 flag kills, 53 covers, 0 seals, 40 returns, 29 mid returns, 11 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 38% accuracy and 146 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 18 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Stealth produced 4 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.
| 0 |
| 704 |
| 64.2 cm |
| 0.88 |
| 47% |
| 32% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 435 | 146 | 112 | 0 | 389 | 13.5 cm | 1.30 | 57% | 38% | 0:05 | |
| 370 | 107 | 111 | 0 | 338 | 36.0 cm | 0.96 | 49% | 32% | 0:05 | |
| Team Total | 805 | 253 | 223 | 0 | 727 | 24.7 cm | 1.13 | 53% | 35% | 0:12 |
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 |
| 1 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 7 | 7 kills | |||||
| 6 | 7 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 | 15 | 7 | 6 | 3 | 22 | 0/- | 839 | 13 | 24 | 9 | 0 | 11 | 2 | 1390 | |
| -🇬🇧 | Attacker | 15 | 9 | 3 | 2 | 19 | 0/- | 761 | 14 | 13 | 13 | 0 | 16 | 3 | 1315 | |
| -🇩🇪 | Attacker | 13 | 0 | 0 | 0 | 27 | 0/- | 0 | 5 | 15 | 4 | 0 | 6 | 2 | 428 | |
| -🇵🇹 |
| Attacker |
| 16 |
| 1 |
| 0 |
| 1 |
| 14 |
| 0/- |
| 100 |
| 9 |
| 1 |
| 3 |
| 0 |
| 7 |
| 4 |
| 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 | 360 | 240Hz | 44 | 46 | 49 | 0 | Minor variation | ||
| 30000 | - | - | 49 | 49 | 50 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 22 | 101 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 2.38x. Your attacking play was strong, especially because you turned 15 grabs into 7 caps and 3 solos. You fought efficiently: 146-112 with a 1.30 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 2.22x. You gave the enemy defence problems and backed it up with 9 caps and 2 solos from 15 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.29x. 13 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 56% efficiency shows the fight selection was generally good. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.11x. Your flag work was one of your best areas, with 16 grabs producing 1 cap and 1 solo. I think survival was your main issue: 82-140 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |