Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Jan 2026, 20:45
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 540 | 121 | 105 | 0 | 332 | 36.0 cm | 1.15 | 54% | 37% | 0:06 | |
| 537 | 114 | 114 | 0 | 357 | 13.5 cm | 1.00 | 50% | 32% | 0:05 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 8 | 1 | 1 | 5 kills | |||
| 21 | 4 | 3 | 4 kills | ||||
| 14 | 3 | 1 | 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-andACTION((Revamp)) between Red and Blue Team, ending 18-14 in favour of Red Team.
The opening breakthrough came at 0:27 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 18 of the 32 captures. Momentum changed hands 2 times as the scoreline developed. 20 captures were completed solo.
Red 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 -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 18-14.
-uh.StarzZz`- stood out as the main objective influence with 40 grabs, 10 captures, 19 returns, and an MVP score of 2212. _-=Pr3dazZz=- made the biggest clutch contribution, recording 15 close-save returns.
Objective ledger for the match: 127 grabs, 48 pickups, 32 captures, 18 solos, 12 assists, 141 flag kills, 57 covers, 0 seals, 93 returns, 43 mid returns, 50 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 37% accuracy and 121 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 45 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 15 close-save returns, also known as deleting someone else's highlight clip.
| Team Total | 1077 | 235 | 219 | 0 | 689 | 24.7 cm | 1.07 | 52% | 35% | 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 501 | 110 | 118 | 0 | 322 | - | 0.93 | 48% | 34% | 0:05 | |
| 491 | 109 | 117 | 0 | 360 | 46.0 cm | 0.93 | 48% | 31% | 0:05 | |
| Team Total | 992 | 219 | 235 | 0 | 682 | 46.0 cm | 0.93 | 48% | 33% | 0:12 |
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.
| 18 |
| 5 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 6 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills |
Red 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 | 40 | 10 | 3 | 7 | 33 | 0/- | 1133 | 12 | 15 | 11 | 0 | 19 | 10 | 2212 | |
| -🇬🇧 | Attacker | 25 | 8 | 2 | 4 | 36 | 0/- | 667 | 14 | 15 | 11 | 0 | 28 | 15 | 1927 | |
| -🇳🇱 | Attacker | 30 | 9 | 1 | 3 | 32 | 0/- | 818 | 15 | 17 | 11 | 0 | 23 | 11 | 1828 | |
| -🇬🇧 | Attacker | 32 | 5 | 6 | 4 | 40 | 0/- | 582 | 7 | 10 | 10 | 0 | 23 | 14 | 1701 |
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 | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 0 | 498Hz | 40 | 45 | 48 | 0 | Variable ping | ||
| 30000 | - | - | 20 | 21 | 25 | 0 | Bumpy connection | ||
| 25000 | 360 | 240Hz | 31 | 32 | 32 | 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 put together a top-level game here and finished at 2.21x. You ran the flag well and gave your team end product: 10 caps and 7 solos from 40 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.11x. Your attacking runs had purpose, with 25 grabs leading to 8 caps and 4 solos. 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.97x. You gave the enemy defence problems and backed it up with 9 caps and 3 solos from 30 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.97x. Very strong flag running: you made 32 grabs count with 5 caps and 4 solos. 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. |