Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Jul 2026, 23:21
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 433 | 122 | 116 | 0 | 277 | 20.3 cm | 1.05 | 51% | 44% | 0:05 | |
| 408 | 103 | 141 | 0 | 299 | 36.0 cm | 0.73 | 42% | 36% | 0:04 | |
| Team Total | 841 | 225 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 67 | ||
| 55 | ||
| 50 | ||
| 53 |
| Killer | Victim | |
|---|---|---|
| 79 | ||
| 90 | ||
| 37 | ||
| 51 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 26 | 10 | 6 | 5 | 5 kills | |||
| 15 | 6 | 4 | 4 kills | ||||
| 11 | 5 | 2 | 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-SmallMountain between Red and Blue Team, ending 13-17 in favour of Blue Team.
The opening breakthrough came at 0:15 when pho` scored for Red Team. Blue Team created more scoring chances, converting 17 of the 30 captures. Momentum changed hands 1 time as the scoreline developed. 24 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:55, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 13-17.
-uh.StarzZz`- stood out as the main objective influence with 45 grabs, 13 captures, 31 returns, and an MVP score of 2294. -uh.StarzZz`- anchored the recovery work with 31 total returns.
Objective ledger for the match: 124 grabs, 41 pickups, 30 captures, 13 solos, 6 assists, 135 flag kills, 48 covers, 0 seals, 94 returns, 94 mid returns, 0 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 49% accuracy and 169 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.
Aim complaint: -uh.StarzZz`- hit 49% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
| 257 |
| 0 |
| 576 |
| 28.1 cm |
| 0.88 |
| 47% |
| 40% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 613 | 169 | 117 | 0 | 352 | 13.5 cm | 1.44 | 59% | 49% | 0:05 | |
| 266 | 88 | 108 | 0 | 274 | 82.4 cm | 0.81 | 45% | 32% | 0:06 | |
| Team Total | 879 | 257 | 225 | 0 | 626 | 48.0 cm | 1.14 | 53% | 42% | 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.
| 11 |
| 4 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 10 kills | ||||
| 2 | 8 kills | |||||
| 1 | 5 kills | |||||
| 4 kills |
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 | 45 | 13 | 2 | 6 | 47 | 0/- | 1324 | 12 | 13 | 31 | 0 | 31 | 0 | 2294 | |
| -🇬🇧 | Attacker | 26 | 5 | 2 | 3 | 36 | 0/- | 697 | 7 | 11 | 26 | 0 | 26 | 0 | 1531 | |
| -🇬🇧 | Attacker | 30 | 8 | 1 | 3 | 36 | 0/- | 603 | 13 | 11 | 25 | 0 | 25 | 0 | 1405 | |
| -🇵🇹 |
| Attacker |
| 23 |
| 4 |
| 1 |
| 1 |
| 16 |
| 0/- |
| 376 |
| 9 |
| 13 |
| 12 |
| 0 |
| 12 |
| 0 |
| 913 |
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 | 498 | 498Hz | 18 | 18 | 19 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 17 | 17 | 19 | 0 | Good connection | ||
| 30000 | - | - | 49 | 49 | 49 | 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 played a really good game here and your 2.81x rating shows it. Excellent flag running from you: 45 grabs became 13 caps and 6 solos. You fought efficiently: 169-117 with a 1.44 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 1.87x. You were dangerous with the flag: 26 grabs led to 5 caps and 3 solos. I think survival was your main issue: 103-141 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 1.84x rating shows it. You gave the enemy defence problems and backed it up with 8 caps and 3 solos from 30 grabs. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. 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 were one of the players who shaped this match, finishing at 1.35x. You gave the enemy defence problems and backed it up with 4 caps and 1 solo from 23 grabs. 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. |