Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2025, 18:42
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 214 | 122 | 133 | 0 | 348 | 36.0 cm | 0.92 | 48% | 36% | 0:04 | |
| 207 | 99 | 136 | 0 | 320 | 58.3 cm | 0.73 | 42% | 31% | 0:04 | |
| Team Total | 421 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 6 | 2 | 4 | 5 kills | |||
| 24 | 10 | 1 | 4 kills | ||||
| 16 | 2 | 1 | 1 | 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-Hunter-v3 between Red and Blue Team, ending 1-4 in favour of Blue Team.
The opening breakthrough came at 0:31 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:53, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-4.
pho` stood out as the main objective influence with 10 grabs, 1 capture, 8 returns, and an MVP score of 612. Broken_Soul anchored the recovery work with 16 total returns.
Objective ledger for the match: 48 grabs, 14 pickups, 5 captures, 1 solos, 3 assists, 57 flag kills, 16 covers, 0 seals, 43 returns, 43 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 40% accuracy and 140 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 221 |
| 269 |
| 0 |
| 668 |
| 47.1 cm |
| 0.82 |
| 45% |
| 34% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 236 | 140 | 114 | 0 | 353 | 20.3 cm | 1.23 | 55% | 40% | 0:05 | |
| 224 | 129 | 107 | 0 | 361 | 13.5 cm | 1.21 | 55% | 37% | 0:06 | |
| Team Total | 460 | 269 | 221 | 0 | 714 | 16.9 cm | 1.22 | 55% | 38% | 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.
| 21 |
| 6 |
| 1 |
| 2 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 1 | 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 | 10 | 1 | 2 | 0 | 11 | 0/- | 233 | 3 | 7 | 8 | 0 | 8 | 0 | 612 | |
| -🇬🇧 | Attacker | 18 | 3 | 1 | 0 | 10 | 0/- | 167 | 9 | 7 | 11 | 0 | 11 | 0 | 573 | |
| -🇬🇧 | Attacker | 8 | 0 | 0 | 0 | 21 | 0/- | 0 | 2 | 2 | 16 | 0 | 16 | 0 | 457 | |
| -🇬🇧 | Attacker | 12 | 1 | 0 | 1 | 15 | 0/- | 100 | 0 | 0 | 8 | 0 | 8 | 0 | 420 |
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 | - | - | 13 | 14 | 17 | 0 | Sawtooth variation | ||
| 30000 | 498 | 498Hz | 11 | 11 | 12 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 18 | 0 | Bumpy connection | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 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 | Well played, this was a fantastic performance at 1.45x. Very strong flag running: you made 18 grabs count with 3 caps. 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. | |
| Godlike | Attacker | You played a really good game here and your 1.37x rating shows it. Your attacking play was strong, especially because you turned 10 grabs into 1 cap. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You played a really good game here and your 1.29x rating shows it. You kept looking for the flag with 8 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 99-136 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.21x. Your grabs and running were a real strength, with 12 grabs turning into 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |