Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2025, 08:03
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| =oZ`Mac=FB | 438 | 180 | 16 | 1 | 423 | - | 11.25 | 91% | 43% | 0:40 |
| Team Total | 438 | 180 | 16 | 1 | 423 | - | 11.25 | 92% | 43% | 0:41 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| =oZ`Mac= | .:RattuS:. | 180 |
| Killer | Victim | |
|---|---|---|
| .:RattuS:. | =oZ`Mac= | 16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 23 | 8 | 6 | 7 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| =oZ`Mac= | 5 | 2 | 1 | 1 | 2 | 35 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 22-0 in favour of Red Team.
The opening breakthrough came at 0:17 when =oZ`Mac= scored for Red Team. Red Team created more scoring chances, converting 22 of the 22 captures. The scoring pattern stayed relatively stable once the first lead was established. 22 captures were completed solo.
The final capture arrived at 10:24, with =oZ`Mac= finishing for Red Team on a solo run. That score set the closing shape of the match at 22-0.
.:RattuS:. made the biggest clutch contribution, recording 1 close-save return.
=oZ`Mac= supplied the sharpest shooting numbers, finishing with 43% accuracy and 180 kills.
Clutch desk: .:RattuS:. produced 1 close-save return, also known as deleting someone else's highlight clip.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | =oZ`Mac= | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 438 |
| - | .:RattuS:. | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 60 |
| 60 |
| 16 |
| 180 |
| 0 |
| 199 |
| - |
| 0.09 |
| 8% |
| 8% |
| 0:03 |
| Team Total | 60 | 16 | 180 | 0 | 199 | - | 0.09 | 8% | 8% | 0:04 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 35000 | - | - | 41 | 42 | 42 | 0 | Good connection | |
| .:RattuS:. | 25000 | 0 | 0Hz | 48 | 50 | 52 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| =oZ`Mac= | Godlike | Attacker | You had a huge game and played well above your usual level at 2.37x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 180-16 with a 11.25 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. |
| .:RattuS:. | Feeding | Defender | You had a rough game at 0.22x, so I think your goal should be to simplify and rebuild from safer plays. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. I think survival was your main issue: 16-180 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |