Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Jan 2026, 18:35
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 285 | 99 | 112 | 0 | 282 | 13.5 cm | 0.88 | 47% | 35% | 0:05 | |
| 248 | 69 | 130 | 0 | 232 | 58.3 cm | 0.53 | 35% | 31% | 0:05 | |
| Team Total | 533 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 49 | ||
| 50 | ||
| 25 | ||
| 44 |
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 65 | ||
| 52 | ||
| 65 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 8 | 2 | 5 kills | ||||
| 11 | 4 | 2 | 4 | 5 kills | |||
| 16 | 4 | 1 | 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-F_RIFK_66 between Red and Blue Team, ending 5-8 in favour of Blue Team.
The opening breakthrough came at 2:35 when -uh.StarzZz`- scored for Red Team. Blue Team created more scoring chances, converting 8 of the 13 captures. Momentum changed hands 1 time as the scoreline developed. 11 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 10:47, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 5-8.
cam stood out as the main objective influence with 20 grabs, 5 captures, 15 returns, and an MVP score of 1103. Broken_Soul made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 71 grabs, 28 pickups, 13 captures, 6 solos, 2 assists, 85 flag kills, 19 covers, 0 seals, 57 returns, 43 mid returns, 14 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 42% accuracy and 117 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 5 close-save returns, also known as deleting someone else's highlight clip.
| 168 |
| 242 |
| 0 |
| 514 |
| 35.9 cm |
| 0.69 |
| 41% |
| 33% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 326 | 125 | 74 | 0 | 386 | - | 1.69 | 63% | 35% | 0:08 | |
| 297 | 117 | 94 | 0 | 278 | 46.0 cm | 1.24 | 55% | 42% | 0:07 | |
| Team Total | 623 | 242 | 168 | 0 | 664 | 46.0 cm | 1.44 | 59% | 38% | 0:16 |
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 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 13 kills | ||||
| 3 | 7 kills | |||||
| 3 | 6 kills | |||||
| 3 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 | 20 | 5 | 1 | 3 | 22 | 0/- | 501 | 6 | 4 | 12 | 0 | 15 | 3 | 1103 | |
| -🇩🇪 | Attacker | 18 | 3 | 1 | 1 | 17 | 0/- | 299 | 11 | 7 | 9 | 0 | 13 | 4 | 918 | |
| -🇬🇧 | Attacker | 20 | 3 | 0 | 1 | 26 | 0/- | 289 | 6 | 6 | 15 | 0 | 19 | 2 | 907 | |
| -🇬🇧 | Attacker | 13 | 2 | 0 | 1 | 20 | 0/- | 211 | 5 | 2 | 7 | 0 | 10 | 5 | 689 |
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 | 238 | 238Hz | 8 | 9 | 10 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 24 | 0 | Good connection | ||
| 30000 | - | - | 77 | 80 | 82 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 29 | 30 | 30 | 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 1.78x. You were dangerous with the flag: 20 grabs led to 5 caps and 3 solos. You fought efficiently: 125-74 with a 1.69 K/D, and I think you played your role in the team well. 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 put together a top-level game here and finished at 1.71x. Your grabs and running were a real strength, with 18 grabs turning into 3 caps and 1 solo. Aim was a real positive at 42% 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 | Great game, this was a really strong performance from you at 1.58x. Very strong flag running: you made 20 grabs count with 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.32x. You looked dangerous whenever you got the flag, and 13 grabs led to 2 caps and 1 solo. I think survival was your main issue: 69-130 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |