Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jul 2025, 22:06
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 370 | 186 | 116 | 0 | 367 | - | 1.60 | 62% | 51% | 0:05 | |
| 150 | 65 | 111 | 0 | 351 | 46.0 cm | 0.59 | 37% | 19% | 0:05 | |
| Team Total | 520 | 251 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 92 | ||
| 94 | ||
| 37 | ||
| 28 |
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 65 | ||
| 43 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 12 | 5 | 11 | 5 kills | |||
| 16 | 12 | 3 | 3 | 5 kills | |||
| 12 | 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 4-5 in favour of Blue Team.
The opening breakthrough came at 1:11 when (FT)Swat scored for Red Team. Blue Team created more scoring chances, converting 5 of the 9 captures. Momentum changed hands 1 time as the scoreline developed. 5 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 9:33, with -cide- finishing for Red Team. That score set the closing shape of the match at 4-5.
(FT)Swat stood out as the main objective influence with 12 grabs, 1 capture, 17 returns, and an MVP score of 874. (FT)Swat made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 51 grabs, 19 pickups, 9 captures, 3 solos, 4 assists, 61 flag kills, 30 covers, 0 seals, 40 returns, 37 mid returns, 3 clutch returns, and 0 cherry picks.
(FT)Swat supplied the sharpest shooting numbers, finishing with 51% accuracy and 186 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 17 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: (FT)Swat 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.
| 227 |
| 0 |
| 718 |
| 46.0 cm |
| 1.11 |
| 53% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 245 | 138 | 129 | 0 | 366 | 20.3 cm | 1.07 | 52% | 38% | 0:05 | |
| 216 | 89 | 122 | 0 | 343 | 13.5 cm | 0.73 | 42% | 27% | 0:05 | |
| Team Total | 461 | 227 | 251 | 0 | 709 | 16.9 cm | 0.90 | 47% | 32% | 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.
| 12 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 10 | 7 kills | |||||
| 4 | 5 kills | |||||
| 4 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 | 12 | 1 | 2 | 0 | 25 | 0/- | 204 | 2 | 12 | 17 | 0 | 17 | 2 | 874 | |
| -🇬🇧 | Attacker | 17 | 4 | 0 | 2 | 13 | 0/- | 400 | 5 | 4 | 8 | 0 | 8 | 0 | 713 | |
| -🇬🇧 | Attacker | 12 | 1 | 1 | 0 | 14 | 0/- | 100 | 5 | 11 | 10 | 0 | 10 | 0 | 546 | |
| -🇬🇧 | Attacker | 10 | 3 | 1 | 1 | 9 | 0/- | 196 | 7 | 3 | 2 | 0 | 5 | 1 | 428 |
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 | - | - | 48 | 49 | 51 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 16 | 19 | 20 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 12 | 14 | 18 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 16 | 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 had a huge game and played well above your usual level at 1.77x. You were dangerous with the flag: 12 grabs led to 1 cap. You fought efficiently: 186-116 with a 1.60 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.40x. Your attacking runs had purpose, with 17 grabs leading to 4 caps and 2 solos. I think survival was your main issue: 89-122 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.26x. Your attacking play was strong, especially because you turned 12 grabs into 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. | |
| Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 10 grabs led to 3 caps and 1 solo. I think survival was your main issue: 65-111 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |