Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2025, 17:45
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 191 | 110 | 110 | 0 | 336 | 36.0 cm | 1.00 | 50% | 33% | 0:05 | |
| 190 | 138 | 113 | 0 | 402 | - | 1.22 | 55% | 34% | 0:05 | |
| Team Total | 381 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 7 | 1 | 4 | 5 kills | |||
| 11 | 8 | 1 | 4 kills | ||||
| 21 | 8 | 3 | 2 | 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 2-7 in favour of Blue Team.
The opening breakthrough came at 0:33 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 9:59, with _-=Pr3dazZz=- finishing for Red Team on a solo run. That score set the closing shape of the match at 2-7.
-uh.StarzZz`- stood out as the main objective influence with 10 grabs, 5 captures, 9 returns, and an MVP score of 956. JugzZz made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 45 grabs, 15 pickups, 9 captures, 5 solos, 2 assists, 51 flag kills, 35 covers, 0 seals, 36 returns, 33 mid returns, 3 clutch returns, and 0 cherry picks.
JugzZz supplied the sharpest shooting numbers, finishing with 36% accuracy and 133 kills.
Banter read: -uh.StarzZz`- was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: JugzZz produced 2 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.
| 248 |
| 223 |
| 0 |
| 738 |
| 36.0 cm |
| 1.11 |
| 53% |
| 34% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 307 | 133 | 127 | 0 | 372 | - | 1.05 | 51% | 36% | 0:05 | |
| 269 | 90 | 121 | 0 | 347 | 13.5 cm | 0.74 | 43% | 26% | 0:05 | |
| Team Total | 576 | 223 | 248 | 0 | 719 | 13.5 cm | 0.90 | 47% | 31% | 0:10 |
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.
| 16 |
| 6 |
| 4 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 1 | 7 kills | |||||
| 4 | 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 | 10 | 5 | 1 | 4 | 13 | 0/- | 559 | 2 | 8 | 7 | 0 | 9 | 1 | 956 | |
| -🇺🇸 | Attacker | 11 | 2 | 0 | 1 | 21 | 0/- | 141 | 1 | 14 | 12 | 0 | 13 | 2 | 752 | |
| -🇬🇧 | Attacker | 14 | 1 | 1 | 0 | 10 | 0/- | 198 | 8 | 4 | 7 | 0 | 7 | 0 | 456 | |
| -🇬🇧 | Attacker | 10 | 1 | 0 | 0 | 7 | 0/- | 2 | 4 | 9 | 7 | 0 | 7 | 0 | 323 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 35000 | - | - | 21 | 21 | 21 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 11 | 11 | 12 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 25000 | 9999 | 360Hz | 96 | 99 | 101 | 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 | This was excellent work from you, with your match rating landing at 2.27x. Your attacking play was strong, especially because you turned 11 grabs into 2 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.81x. You were dangerous with the flag: 10 grabs led to 5 caps and 4 solos. I think survival was your main issue: 90-121 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. | |
| Stable | Attacker | You played around your normal level at 1.07x, so your focus should be small improvements rather than a full reset. You were dangerous with the flag: 10 grabs led to 1 cap. 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. | |
| Stable | Attacker | You played around your normal level at 1.05x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 1 cap from 14 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. |