Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Sept 2026, 23:49
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 210 | 89 | 61 | 0 | 274 | - | 1.46 | 59% | 33% | 0:10 | |
| 76 | 14 | 79 | 0 | 73 | - | 0.18 | 15% | 19% | 0:08 | |
| Team Total | 286 | 103 | 140 | 0 | 347 | - | 0.74 | 42% | 30% | 0:19 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 41 | ||
| 48 | ||
| 6 | ||
| 8 |
| Killer | Victim | |
|---|---|---|
| 24 | ||
| 44 | ||
| 37 | ||
| 35 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 4 | 3 kills | |||||
| 6 | 1 | 2 | 4 kills | ||||
| 7 | 1 | 3 kills |
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 3-14 in favour of Blue Team.
The opening breakthrough came at 0:27 when Physicx scored for Blue Team. Blue Team created more scoring chances, converting 14 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:47, with R0SE finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-14.
R0SE stood out as the main objective influence with 15 grabs, 9 captures, 11 returns, and an MVP score of 1158. R0SE made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 55 grabs, 10 pickups, 17 captures, 11 solos, 4 assists, 48 flag kills, 19 covers, 0 seals, 38 returns, 32 mid returns, 6 clutch returns, and 0 cherry picks.
Headrush supplied the sharpest shooting numbers, finishing with 33% accuracy and 89 kills.
Banter read: R0SE did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: R0SE produced 3 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 | 15 | 9 | 1 | 5 | 13 | 0/- | 782 | 6 | 4 | 8 | 0 | 11 | 3 | 1158 | |
| -- | Attacker | 13 | 5 | 3 | 4 | 14 | 0/- | 618 | 1 | 9 | 12 | 0 | 13 | 1 | 1022 | |
| -- | Attacker | 8 | 1 | 0 | 0 | 15 | 0/- | 133 | 2 | 6 | 9 | 0 | 11 | 2 | 548 | |
| -🇧🇪 | Attacker | 19 | 2 | 0 | 2 | 6 | 0/- | 167 | 1 | 0 | 3 | 0 | 3 | 0 | 291 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 295 | 68 | 47 | 0 | 237 | - | 1.45 | 59% | 29% | 0:13 | |
| 264 | 72 | 56 | 0 | 280 | - | 1.29 | 56% | 26% | 0:11 | |
| Team Total | 559 | 140 | 103 | 0 | 517 | - | 1.36 | 58% | 27% | 0:26 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 2 | 8 kills | |||||
| 2 | 7 kills | |||||
| 4 | 6 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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 0 | 0Hz | 16 | 17 | 18 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 26 | 30 | 36 | 0 | Rhythmic fluctuation | ||
| 25000 | 480 | 144Hz | 27 | 28 | 49 | 1 | Occasional lag spikes | ||
| 25000 | - | - | 286 | 288 | 290 | 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 | Great game, this was a really strong performance from you at 2.68x. Your grabs and running were a real strength, with 15 grabs turning into 9 caps and 5 solos. You fought efficiently: 68-47 with a 1.45 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 | Well played, this was a fantastic performance at 2.08x. Your attacking play was strong, especially because you turned 13 grabs into 5 caps and 4 solos. You fought efficiently: 72-56 with a 1.29 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 were one of the players who shaped this match, finishing at 1.41x. Your attacking runs had purpose, with 8 grabs leading to 1 cap. You fought efficiently: 89-61 with a 1.46 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. | |
| Stable | Attacker | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 19 grabs into 2 caps and 2 solos. I think survival was your main issue: 14-79 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |