Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Jul 2025, 13:05
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 685 | 150 | 114 | 0 | 354 | 20.3 cm | 1.32 | 57% | 43% | 0:05 | |
| 523 | 125 | 101 | 0 | 336 | - | 1.24 | 55% | 37% | 0:06 | |
| Team Total | 1208 | 275 | 215 | 0 | 690 | 20.3 cm | 1.28 | 56% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 65 | ||
| 47 | ||
| 78 |
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 61 | ||
| 54 | ||
| 40 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 8 | 1 | 4 | 5 kills | |||
| 20 | 6 | 4 | 4 kills | ||||
| 16 | 7 | 5 | 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-andACTION((Revamp)) between Red and Blue Team, ending 15-10 in favour of Red Team.
The opening breakthrough came at 0:26 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 15 of the 25 captures. Momentum changed hands 5 times as the scoreline developed. 19 captures were completed solo.
Red 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 10:58, with OldSkool finishing for Red Team on a solo run. That score set the closing shape of the match at 15-10.
pho` stood out as the main objective influence with 25 grabs, 8 captures, 38 returns, and an MVP score of 2552. pho` made the biggest clutch contribution, recording 16 close-save returns.
Objective ledger for the match: 129 grabs, 66 pickups, 25 captures, 9 solos, 6 assists, 170 flag kills, 70 covers, 0 seals, 104 returns, 63 mid returns, 41 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 150 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: pho` produced 16 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.
| 40% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 495 | 121 | 132 | 0 | 326 | 36.0 cm | 0.92 | 48% | 37% | 0:04 | |
| 419 | 94 | 143 | 0 | 310 | 13.5 cm | 0.66 | 40% | 30% | 0:04 | |
| Team Total | 914 | 215 | 275 | 0 | 636 | 24.7 cm | 0.78 | 44% | 34% | 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.
| 15 |
| 5 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 3 | 8 kills | |||||
| 3 | 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 | 25 | 8 | 1 | 1 | 58 | 0/- | 792 | 16 | 21 | 22 | 0 | 38 | 16 | 2552 | |
| -🇳🇱 | Attacker | 34 | 7 | 2 | 1 | 39 | 0/- | 708 | 13 | 23 | 18 | 0 | 22 | 4 | 1736 | |
| -🇬🇧 | Attacker | 39 | 6 | 1 | 4 | 26 | 0/- | 577 | 18 | 14 | 11 | 0 | 21 | 10 | 1446 | |
| -🇬🇧 |
| Attacker |
| 31 |
| 4 |
| 2 |
| 3 |
| 47 |
| 0/- |
| 423 |
| 19 |
| 12 |
| 12 |
| 0 |
| 23 |
| 11 |
| 1310 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 35000 | - | - | 23 | 25 | 29 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 11 | 11 | 12 | 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 | You should be happy with this one; your performance was well above your usual level at 2.58x. Very strong flag running: you made 25 grabs count with 8 caps and 1 solo. You fought efficiently: 150-114 with a 1.32 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 had a huge game and played well above your usual level at 2.16x. You looked dangerous whenever you got the flag, and 34 grabs led to 7 caps and 1 solo. 55% efficiency shows the fight selection was generally good. 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 1.72x. Your grabs and running were a real strength, with 31 grabs turning into 4 caps and 3 solos. 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. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.65x. Your attacking runs had purpose, with 39 grabs leading to 6 caps and 4 solos. I think survival was your main issue: 94-143 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. |