Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Jul 2026, 19:07
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 271 | 159 | 114 | 0 | 407 | 46.0 cm | 1.39 | 58% | 39% | 0:05 | |
| 264 | 139 | 125 | 0 | 353 | 36.0 cm | 1.11 | 53% | 39% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 77 | ||
| 82 | ||
| 68 | ||
| 71 |
| Killer | Victim | |
|---|---|---|
| 54 | ||
| 66 | ||
| 60 | ||
| 59 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 9 | 9 | 3 | 5 kills | |||
| 25 | 4 | 5 | 3 | 5 kills | |||
| 14 | 6 | 3 | 3 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 1:19 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:51, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 3-4.
-cide- stood out as the main objective influence with 16 grabs, 2 captures, 8 returns, and an MVP score of 692. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 49 grabs, 26 pickups, 7 captures, 2 solos, 4 assists, 68 flag kills, 29 covers, 0 seals, 42 returns, 39 mid returns, 3 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 39% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 26 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 2 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.
| 535 |
| 298 |
| 239 |
| 0 |
| 760 |
| 41.0 cm |
| 1.25 |
| 55% |
| 39% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 254 | 120 | 145 | 0 | 362 | 20.3 cm | 0.83 | 45% | 33% | 0:04 | |
| 247 | 119 | 153 | 0 | 358 | 46.0 cm | 0.78 | 44% | 33% | 0:04 | |
| Team Total | 501 | 239 | 298 | 0 | 720 | 33.1 cm | 0.80 | 45% | 33% | 0:09 |
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.
| 13 |
| 6 |
| 5 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 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 | 16 | 2 | 1 | 0 | 15 | 0/- | 244 | 10 | 1 | 7 | 0 | 8 | 2 | 692 | |
| -🇬🇧 | Attacker | 12 | 2 | 1 | 1 | 20 | 0/- | 263 | 3 | 4 | 9 | 0 | 9 | 0 | 614 | |
| -🇩🇪 | Attacker | 14 | 2 | 1 | 1 | 16 | 0/- | 137 | 7 | 7 | 10 | 0 | 11 | 1 | 589 | |
| -🇬🇧 |
| Attacker |
| 7 |
| 1 |
| 1 |
| 0 |
| 17 |
| 0/- |
| 56 |
| 6 |
| 17 |
| 13 |
| 0 |
| 14 |
| 0 |
| 556 |
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 | 45 | 46 | 49 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 17 | 18 | 18 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 26 | 27 | 30 | 0 | Bumpy connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 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 had a huge game and played well above your usual level at 1.68x. You gave the enemy defence problems and backed it up with 2 caps from 16 grabs. You fought efficiently: 159-114 with a 1.39 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.52x. You were dangerous with the flag: 7 grabs led to 1 cap. The support share was meaningful at 31%, which usually means the quiet team-work was helping the bigger plays happen. 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 1.50x. You were dangerous with the flag: 14 grabs led to 2 caps and 1 solo. I think survival was your main issue: 119-153 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. | |
| Godlike | Attacker | You played a really good game here and your 1.37x rating shows it. You looked dangerous whenever you got the flag, and 12 grabs led to 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. |