Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2025, 17:14
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 474 | 134 | 114 | 0 | 382 | - | 1.18 | 54% | 35% | 0:05 | |
| 420 | 97 | 118 | 0 | 320 | 36.0 cm | 0.82 | 45% | 33% | 0:05 | |
| Team Total | 894 | 231 | 232 | 0 | 702 | 36.0 cm | 1.00 | 50% | 34% | 0:12 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 6 | 5 | 1 | 5 kills | |||
| 16 | 7 | 3 | 2 | 5 kills | |||
| 19 | 3 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-SmallMountain between Red and Blue Team, ending 15-21 in favour of Blue Team.
The opening breakthrough came at 0:09 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 21 of the 36 captures. Momentum changed hands 2 times as the scoreline developed. 28 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 10:39, with _-=Pr3dazZz=- finishing for Red Team on a solo run. That score set the closing shape of the match at 15-21.
localhero stood out as the main objective influence with 34 grabs, 10 captures, 31 returns, and an MVP score of 2183. JugzZz anchored the recovery work with 32 total returns.
Objective ledger for the match: 139 grabs, 45 pickups, 36 captures, 20 solos, 8 assists, 146 flag kills, 66 covers, 0 seals, 101 returns, 101 mid returns, 0 clutch returns, and 0 cherry picks.
localhero supplied the sharpest shooting numbers, finishing with 38% accuracy and 142 kills.
Banter read: localhero was the main CTF problem, turning useful moments into scoreboard paperwork.
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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 575 | 142 | 114 | 0 | 378 | - | 1.25 | 55% | 38% | 0:05 | |
| 434 | 90 | 117 | 0 | 321 | 13.5 cm | 0.77 | 43% | 29% | 0:05 | |
| Team Total | 1009 | 232 | 231 | 0 | 699 | 13.5 cm | 1.00 | 50% | 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.
| 14 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 3 | 6 kills | |||||
| 1 | 5 kills | |||||
| 2 | 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 | 34 | 10 | 1 | 8 | 47 | 0/- | 1160 | 6 | 18 | 31 | 0 | 31 | 0 | 2183 | |
| -🇬🇧 | Attacker | 38 | 11 | 1 | 4 | 27 | 0/- | 940 | 16 | 17 | 20 | 0 | 20 | 0 | 1815 | |
| -🇺🇸 | Attacker | 35 | 4 | 4 | 2 | 47 | 0/- | 631 | 9 | 21 | 32 | 0 | 32 | 0 | 1573 | |
| -🇬🇧 |
| Attacker |
| 32 |
| 11 |
| 2 |
| 6 |
| 25 |
| 0/- |
| 869 |
| 14 |
| 10 |
| 18 |
| 0 |
| 18 |
| 0 |
| 1474 |
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 | 0 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 100 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 35000 | - | - | 20 | 20 | 21 | 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 | This was excellent work from you, with your match rating landing at 2.46x. Your attacking play was strong, especially because you turned 34 grabs into 10 caps and 8 solos. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 2.31x. Your attacking runs had purpose, with 35 grabs leading to 4 caps and 2 solos. 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 had a huge game and played well above your usual level at 1.93x. Your flag work was one of your best areas, with 38 grabs producing 11 caps and 4 solos. I think survival was your main issue: 90-117 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.73x. You gave the enemy defence problems and backed it up with 11 caps and 6 solos from 32 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. |