Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Jul 2026, 02:46
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 240 | 62 | 159 | 0 | 318 | - | 0.39 | 28% | 19% | 0:04 | |
| Team Total | 240 | 62 | 159 | 0 | 318 | - | 0.39 | 28% | 19% | 0:04 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 62 |
| Killer | Victim | |
|---|---|---|
| 159 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 9 | 2 | 4 | 5 kills | |||
| 5 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 4 |
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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 1-23 in favour of Blue Team.
The opening breakthrough came at 0:15 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 23 of the 24 captures. The scoring pattern stayed relatively stable once the first lead was established. 24 captures were completed solo.
The final capture arrived at 10:52, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-23.
NO_Limits made the biggest clutch contribution, recording 4 close-save returns.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 159 kills.
Clutch desk: NO_Limits 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.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 481 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 240 |
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 481 | 159 | 62 | 0 | 387 | 13.5 cm | 2.56 | 72% | 41% | 0:10 | |
| Team Total | 481 | 159 | 62 | 0 | 387 | 13.5 cm | 2.56 | 72% | 41% | 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.
| 14 kills |
| 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | - | - | 20 | 23 | 27 | 0 | Rhythmic fluctuation | ||
| 30000 | 238 | 238Hz | 11 | 11 | 12 | 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 put together a top-level game here and finished at 1.91x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 159-62 with a 2.56 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. | |
| Dominating | Defender | You gave your team a strong contribution and finished at 1.12x. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. I think survival was your main issue: 62-159 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |