Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2025, 12:47
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 437 | 116 | 100 | 0 | 332 | 36.0 cm | 1.16 | 54% | 35% | 0:06 | |
| Team Total | 437 | 116 | 100 | 0 | 332 | 36.0 cm | 1.16 | 54% | 35% | 0:07 |
| Player | Score | Kills | Deaths |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 116 |
| Killer | Victim | |
|---|---|---|
| 100 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 6 | 1 | 1 | 5 kills | |||
| 16 | 3 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 11-1 in favour of Red Team.
The opening breakthrough came at 0:17 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 11 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 9:19, with _-=Pr3dazZz=- finishing for Red Team on a solo run. That score set the closing shape of the match at 11-1.
_-=Pr3dazZz=- made the biggest clutch contribution, recording 7 close-save returns.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 35% accuracy and 116 kills.
Clutch desk: _-=Pr3dazZz=- produced 7 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.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 236 | 100 | 116 | 0 | 318 | - | 0.86 | 46% | 31% | 0:05 | |
| Team Total | 236 | 100 | 116 | 0 | 318 | - | 0.86 | 46% | 31% | 0:06 |
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.
| 6 kills |
| 1 | 5 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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 437 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 236 |
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 | 0 | 498Hz | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 10 | 10 | 11 | 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 1.63x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. 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 0.95x; one or two stronger moments would lift it nicely. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |