Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2025, 12:20
Untitled
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 350 | 140 | 133 | 0 | 364 | - | 1.05 | 51% | 38% | 0:04 | |
| 272 | 113 | 131 | 0 | 349 | 36.0 cm | 0.86 | 46% | 34% | 0:05 | |
| Team Total | 622 | 253 | 264 | 0 | 713 | 36.0 cm | 0.96 | 49% | 36% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 64 | ||
| 76 | ||
| 55 | ||
| 58 |
| Killer | Victim | |
|---|---|---|
| 67 | ||
| 84 | ||
| 66 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 5 | 4 | 7 | 5 kills | |||
| 20 | 6 | 6 | 3 | 5 kills | |||
| 14 | 6 | 5 | 1 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 5-9 in favour of Blue Team.
The opening breakthrough came at 0:36 when _-=Pr3dazZz=- scored for Red Team. Blue Team created more scoring chances, converting 9 of the 14 captures. Momentum changed hands 1 time as the scoreline developed. 6 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 9:58, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 5-9.
macz^ stood out as the main objective influence with 21 grabs, 5 captures, 16 returns, and an MVP score of 1285. macz^ made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 70 grabs, 38 pickups, 14 captures, 3 solos, 8 assists, 94 flag kills, 40 covers, 0 seals, 55 returns, 43 mid returns, 12 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 38% accuracy and 140 kills.
Banter read: macz^ had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: macz^ produced 6 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 407 | 151 | 119 | 0 | 403 | - | 1.27 | 56% | 37% | 0:05 | |
| 322 | 113 | 134 | 0 | 362 | 13.5 cm | 0.84 | 46% | 32% | 0:04 | |
| Team Total | 729 | 264 | 253 | 0 | 765 | 13.5 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.
| 17 |
| 7 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 3 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 21 | 5 | 1 | 2 | 28 | 0/- | 529 | 7 | 7 | 12 | 0 | 16 | 6 | 1285 | |
| -🇬🇧 | Attacker | 19 | 1 | 4 | 0 | 25 | 0/- | 256 | 9 | 14 | 13 | 0 | 17 | 3 | 882 | |
| -🇬🇧 | Attacker | 17 | 4 | 2 | 1 | 23 | 0/- | 371 | 7 | 16 | 8 | 0 | 10 | 0 | 880 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 4 |
| 1 |
| 0 |
| 18 |
| 0/- |
| 244 |
| 15 |
| 3 |
| 10 |
| 0 |
| 12 |
| 3 |
| 778 |
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 | 240Hz | 14 | 15 | 17 | 0 | Minor variation | ||
| 30000 | 0 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 13 | 14 | 0 | Minor variation | ||
| 35000 | - | - | 20 | 21 | 22 | 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 2.20x. Your grabs and running were a real strength, with 21 grabs turning into 5 caps and 2 solos. You fought efficiently: 151-119 with a 1.27 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 | You should be happy with this one; your performance was well above your usual level at 1.64x. Very strong flag running: you made 19 grabs count with 1 cap. 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.62x. You looked dangerous whenever you got the flag, and 17 grabs led to 4 caps and 1 solo. 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.37x. You gave the enemy defence problems and backed it up with 4 caps from 13 grabs. 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. |