Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Jul 2025, 23:37
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 520 | 190 | 144 | 0 | 380 | - | 1.32 | 57% | 50% | 0:05 | |
| 352 | 108 | 166 | 0 | 350 | 58.3 cm | 0.65 | 39% | 31% | 0:04 | |
| Team Total | 872 | 298 | 310 | 0 | 730 | 58.3 cm | 0.96 | 49% | 41% | 0:10 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 87 | ||
| 103 | ||
| 62 | ||
| 46 |
| Killer | Victim | |
|---|---|---|
| 78 | ||
| 73 | ||
| 66 | ||
| 93 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 9 | 6 | 7 | 5 kills | |||
| 16 | 11 | 3 | 4 | 5 kills | |||
| 9 | 3 | 3 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-Denise between Red and Blue Team, ending 6-7 in favour of Blue Team.
The opening breakthrough came at 1:21 when newut scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 13 captures. Momentum changed hands 2 times as the scoreline developed. 6 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 12:28, with Yotaka finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-7.
(FT)Swat stood out as the main objective influence with 17 grabs, 4 captures, 28 returns, and an MVP score of 1391. (FT)Swat made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 94 grabs, 56 pickups, 13 captures, 4 solos, 7 assists, 137 flag kills, 43 covers, 0 seals, 81 returns, 64 mid returns, 17 clutch returns, and 0 cherry picks.
(FT)Swat supplied the sharpest shooting numbers, finishing with 50% accuracy and 190 kills.
Banter read: (FT)Swat was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: (FT)Swat produced 5 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 405 | 151 | 149 | 0 | 450 | - | 1.01 | 50% | 34% | 0:05 | |
| 388 | 159 | 149 | 0 | 416 | - | 1.07 | 52% | 38% | 0:05 | |
| Team Total | 793 | 310 | 298 | 0 | 866 | - | 1.04 | 51% | 36% | 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.
| 18 |
| 8 |
| 5 |
| 4 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 3 | 7 kills | |||||
| 1 | 6 kills | |||||
| 4 | 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 | 17 | 4 | 2 | 2 | 51 | 0/- | 448 | 8 | 8 | 20 | 0 | 28 | 5 | 1391 | |
| -🇩🇪 | Attacker | 31 | 5 | 1 | 1 | 29 | 0/- | 416 | 19 | 8 | 13 | 0 | 18 | 5 | 1210 | |
| -🇬🇧 | Attacker | 24 | 2 | 2 | 0 | 29 | 0/- | 152 | 14 | 9 | 16 | 0 | 18 | 5 | 1027 | |
| -🇺🇸 | Attacker | 22 | 2 | 2 | 1 | 28 | 0/- | 284 | 15 | 18 | 15 | 0 | 17 | 2 | 931 |
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 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 35000 | - | - | 50 | 51 | 53 | 0 | Good connection | ||
| 35000 | - | - | 30 | 31 | 34 | 0 | Bumpy connection | ||
| 30000 | 0 | 240Hz | 92 | 94 | 97 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.24x. You gave the enemy defence problems and backed it up with 4 caps and 2 solos from 17 grabs. You fought efficiently: 190-144 with a 1.32 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. | |
| Stable | Attacker | I think you had a steady game at 1.01x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 31 grabs led to 5 caps and 1 solo. 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.90x, but I think there are clear areas you can tighten next match. Your attacking play was strong, especially because you turned 22 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: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Struggling | Attacker | You had a quieter game than normal at 0.85x; I think the useful part is that your improvement target is visible. Excellent flag running from you: 24 grabs became 2 caps. I think survival was your main issue: 108-166 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. |