Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jun 2026, 14:34
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 518 | 154 | 108 | 0 | 388 | 46.0 cm | 1.43 | 59% | 40% | 0:06 | |
| 433 | 144 | 111 | 0 | 351 | 20.3 cm | 1.30 | 56% | 41% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 83 | ||
| 64 | ||
| 80 |
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 72 | ||
| 43 | ||
| 39 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 13 | 6 | 2 | 5 kills | |||
| 22 | 11 | 2 | 2 | 5 kills | |||
| 14 | 8 | 3 | 5 | 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-andACTION-Misty between Red and Blue Team, ending 19-3 in favour of Red Team.
The opening breakthrough came at 0:19 when -cide- scored for Red Team. Red Team created more scoring chances, converting 19 of the 22 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:28, with pho` finishing for Red Team. That score set the closing shape of the match at 19-3.
-cide- stood out as the main objective influence with 19 grabs, 12 captures, 18 returns, and an MVP score of 1896. -cide- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 78 grabs, 53 pickups, 22 captures, 4 solos, 16 assists, 109 flag kills, 62 covers, 0 seals, 54 returns, 32 mid returns, 22 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 41 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 6 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 951 |
| 298 |
| 219 |
| 0 |
| 739 |
| 33.1 cm |
| 1.36 |
| 58% |
| 40% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 379 | 137 | 135 | 0 | 375 | 13.5 cm | 1.01 | 50% | 37% | 0:04 | |
| 268 | 82 | 163 | 0 | 271 | 58.3 cm | 0.50 | 33% | 31% | 0:04 | |
| Team Total | 647 | 219 | 298 | 0 | 646 | 35.9 cm | 0.73 | 42% | 34% | 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.
| 8 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 2 | 7 kills | |||||
| 3 | 6 kills | |||||
| 3 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 | 19 | 12 | 5 | 2 | 26 | 0/- | 1247 | 22 | 15 | 12 | 0 | 18 | 6 | 1896 | |
| -🇬🇧 | Attacker | 24 | 7 | 10 | 1 | 21 | 0/- | 653 | 16 | 32 | 8 | 0 | 12 | 4 | 1291 | |
| -🇬🇧 | Attacker | 23 | 3 | 0 | 1 | 36 | 0/- | 234 | 12 | 5 | 3 | 0 | 10 | 6 | 901 | |
| -🇬🇧 |
| Attacker |
| 12 |
| 0 |
| 1 |
| 0 |
| 26 |
| 0/- |
| 66 |
| 3 |
| 10 |
| 9 |
| 0 |
| 14 |
| 6 |
| 635 |
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 | 25 | 27 | 29 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 23 | 23 | 24 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 15 | 15 | 15 | 0 | Good connection | ||
| 30000 | - | - | 21 | 21 | 22 | 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 were one of the players who shaped this match, finishing at 2.73x. Your flag work was one of your best areas, with 19 grabs producing 12 caps and 2 solos. You fought efficiently: 154-108 with a 1.43 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 2.06x. You gave the enemy defence problems and backed it up with 7 caps and 1 solo from 24 grabs. You fought efficiently: 144-111 with a 1.30 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 | I think this was one of your stronger performances, coming in at 1.52x. Your flag work was one of your best areas, with 23 grabs producing 3 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.14x. Your flag pressure was good with 12 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 82-163 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. |