Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2025, 22:47
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 256 | 83 | 72 | 0 | 260 | 20.3 cm | 1.15 | 54% | 36% | 0:09 | |
| 188 | 65 | 63 | 0 | 198 | 58.3 cm | 1.03 | 51% | 33% | 0:10 | |
| Team Total | 444 | 148 | 135 | 0 | 458 | 39.3 cm | 1.10 | 52% | 34% | 0:19 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 31 | ||
| 52 | ||
| 41 | ||
| 24 |
| Killer | Victim | |
|---|---|---|
| 49 | ||
| 41 | ||
| 23 | ||
| 22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 2 | 1 | 5 kills | ||||
| 8 | 5 | 1 | 5 kills | ||||
| 5 | 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-2on2-Crates between Red and Blue Team, ending 7-1 in favour of Red Team.
The opening breakthrough came at 0:49 when pho` scored for Red Team. Red Team created more scoring chances, converting 7 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 9:25, with pho` finishing for Red Team. That score set the closing shape of the match at 7-1.
pho` stood out as the main objective influence with 11 grabs, 5 captures, 12 returns, and an MVP score of 938. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 50 grabs, 14 pickups, 8 captures, 2 solos, 2 assists, 56 flag kills, 8 covers, 0 seals, 41 returns, 35 mid returns, 6 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 37% accuracy and 90 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 19 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 2 close-save returns, also known as deleting someone else's highlight clip.
Red 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 186 | 90 | 72 | 0 | 298 | 36.0 cm | 1.25 | 56% | 37% | 0:09 | |
| 111 | 45 | 76 | 0 | 240 | 46.0 cm | 0.59 | 37% | 19% | 0:08 | |
| Team Total | 297 | 135 | 148 | 0 | 538 | 41.0 cm | 0.91 | 48% | 29% | 0:18 |
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.
| 8 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 3 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 | 11 | 5 | 0 | 2 | 19 | 0/- | 480 | 5 | 2 | 11 | 0 | 12 | 1 | 938 | |
| -🇬🇧 | Attacker | 12 | 2 | 1 | 0 | 13 | 0/- | 220 | 3 | 3 | 12 | 0 | 13 | 1 | 677 | |
| -🇬🇧 | Attacker | 11 | 1 | 0 | 0 | 14 | 0/- | 63 | 3 | 1 | 9 | 0 | 10 | 2 | 428 | |
| -🇬🇧 | Attacker | 16 | 0 | 1 | 0 | 10 | 0/- | 37 | 3 | 2 | 3 | 0 | 6 | 2 | 268 |
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 | - | - | 12 | 13 | 15 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 13 | 14 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 16 | 17 | 19 | 0 | Minor variation |
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 1.73x. Excellent flag running from you: 11 grabs became 5 caps and 2 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.47x. You were dangerous with the flag: 12 grabs led to 2 caps. 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. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.16x. Your attacking play was strong, especially because you turned 11 grabs into 1 cap. You fought efficiently: 90-72 with a 1.25 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.85x, but I think there are clear areas you can tighten next match. As an attacker, you kept pressure on the enemy base with 16 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 45-76 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. |