Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Jul 2025, 14:03
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 266 | 138 | 131 | 0 | 398 | 20.3 cm | 1.05 | 51% | 36% | 0:05 | |
| 200 | 110 | 127 | 0 | 365 | 58.3 cm | 0.87 | 46% | 30% | 0:05 | |
| Team Total | 466 | 248 | 258 | 0 | 763 | 39.3 cm | 0.96 | 49% | 33% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 79 | ||
| 59 | ||
| 51 | ||
| 59 |
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 62 | ||
| 51 | ||
| 65 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 9 | 3 | 4 | 5 kills | |||
| 26 | 5 | 5 | 1 | 5 kills | |||
| 18 | 4 | 2 | 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-Hunter-v3 between Red and Blue Team, ending 1-2 in favour of Blue Team.
The opening breakthrough came at 4:26 when Broken_Soul scored for Red Team. Blue Team created more scoring chances, converting 2 of the 3 captures. Momentum changed hands 1 time as the scoreline developed. 1 capture was 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 11:29, with _-=Pr3dazZz=- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-2.
pho` stood out as the main objective influence with 13 grabs, 0 captures, 13 returns, and an MVP score of 614. pho` made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 46 grabs, 25 pickups, 3 captures, 1 solos, 2 assists, 68 flag kills, 18 covers, 0 seals, 43 returns, 39 mid returns, 4 clutch returns, and 0 cherry picks.
JugzZz supplied the sharpest shooting numbers, finishing with 37% accuracy and 142 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: pho` 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.
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 272 | 142 | 130 | 0 | 385 | - | 1.09 | 52% | 37% | 0:05 | |
| 210 | 116 | 118 | 0 | 357 | 36.0 cm | 0.98 | 50% | 33% | 0:05 | |
| Team Total | 482 | 258 | 248 | 0 | 742 | 36.0 cm | 1.04 | 51% | 35% | 0:11 |
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 |
| 7 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 6 kills | |||||
| 2 | 5 kills | |||||
| 2 | 5 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 | 13 | 0 | 1 | 0 | 20 | 0/- | 98 | 5 | 5 | 11 | 0 | 13 | 2 | 614 | |
| -🇺🇸 | Attacker | 9 | 1 | 0 | 0 | 21 | 0/- | 100 | 7 | 5 | 11 | 0 | 12 | 1 | 561 | |
| -🇬🇧 | Attacker | 16 | 1 | 1 | 1 | 12 | 0/- | 100 | 5 | 6 | 8 | 0 | 8 | 0 | 440 | |
| -🇬🇧 |
| Attacker |
| 8 |
| 1 |
| 0 |
| 0 |
| 15 |
| 0/- |
| 2 |
| 8 |
| 2 |
| 9 |
| 0 |
| 10 |
| 1 |
| 390 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 14 | 16 | 18 | 0 | Sawtooth variation | ||
| 35000 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 10 | 10 | 11 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 96 | 97 | 99 | 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 | Well played, this was a fantastic performance at 1.91x. You looked dangerous whenever you got the flag, and 9 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.54x. You were active on attack with 13 grabs; I think your next step is turning more of those into safe runs. 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 made a clear difference in this match and finished well above your normal level at 1.36x. You ran the flag well and gave your team end product: 1 cap and 1 solo from 16 grabs. 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 1.08x, so your focus should be small improvements rather than a full reset. You carried real threat on attack, turning 8 grabs into 1 cap. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |