Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Oct 2025, 19:17
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 605 | 123 | 97 | 0 | 303 | - | 1.27 | 56% | 41% | 0:06 | |
| Team Total | 605 | 123 | 97 | 0 | 303 | - | 1.27 | 56% | 41% | 0:07 |
| Player | Score | Kills | Deaths | Suicides |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 123 |
| Killer | Victim | |
|---|---|---|
| 97 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 11 | 4 | 5 kills | ||||
| 17 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 17-12 in favour of Red Team.
The opening breakthrough came at 0:22 when BoSS~LoSaH scored for Red Team. Red Team created more scoring chances, converting 17 of the 29 captures. The scoring pattern stayed relatively stable once the first lead was established. 29 captures were completed solo.
The final capture arrived at 10:58, with BoSS~VanZke finishing for Blue Team on a solo run. That score set the closing shape of the match at 17-12.
BoSS~VanZke made the biggest clutch contribution, recording 11 close-save returns.
BoSS~LoSaH supplied the sharpest shooting numbers, finishing with 41% accuracy and 123 kills.
Clutch desk: BoSS~VanZke produced 11 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.
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 491 | 97 | 123 | 0 | 287 | - | 0.79 | 44% | 34% | 0:05 | |
| Team Total | 491 | 97 | 123 | 0 | 287 | - | 0.79 | 44% | 34% | 0:05 |
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.
| 7 kills |
| 3 | 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 | 605 | |
| -🇧🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 491 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.75x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 123-97 with a 1.27 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.43x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 97-123 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
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 | - | - | 29 | 32 | 35 | 0 | Sawtooth variation | ||
| 30000 | - | - | 28 | 31 | 36 | 0 | Variable ping |