Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Sept 2025, 00:16
5 Cubes CTF Map
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 206 | 64 | 96 | 0 | 219 | 58.3 cm | 0.67 | 40% | 30% | 0:06 | |
| 179 | 82 | 79 | 0 | 276 | - | 1.04 | 51% | 31% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 30 | ||
| 34 | ||
| 35 | ||
| 47 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 34 | ||
| 46 | ||
| 45 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 7 | 3 kills | |||||
| 12 | 6 | 3 kills | |||||
| 21 | 2 | 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-5Cubes-SDot between Red and Blue Team, ending 1-16 in favour of Blue Team.
The opening breakthrough came at 0:25 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:50, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-16.
pho` stood out as the main objective influence with 23 grabs, 8 captures, 22 returns, and an MVP score of 1523. pho` made the biggest clutch contribution, recording 8 close-save returns.
Objective ledger for the match: 81 grabs, 16 pickups, 17 captures, 11 solos, 5 assists, 78 flag kills, 30 covers, 0 seals, 61 returns, 42 mid returns, 19 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 40% accuracy and 84 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 8 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.
| 385 |
| 146 |
| 175 |
| 0 |
| 495 |
| 58.3 cm |
| 0.83 |
| 45% |
| 31% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 436 | 84 | 65 | 0 | 211 | 20.3 cm | 1.29 | 56% | 40% | 0:10 | |
| 358 | 91 | 81 | 0 | 256 | 36.0 cm | 1.12 | 53% | 37% | 0:08 | |
| Team Total | 794 | 175 | 146 | 0 | 467 | 28.1 cm | 1.20 | 55% | 38% | 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.
| 10 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 10 kills | |||||
| 3 | 7 kills | |||||
| 4 | 6 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 | 23 | 8 | 3 | 6 | 26 | 0/- | 824 | 3 | 9 | 15 | 0 | 22 | 8 | 1523 | |
| -🇬🇧 | Attacker | 17 | 8 | 2 | 4 | 21 | 0/- | 776 | 5 | 12 | 12 | 0 | 17 | 4 | 1346 | |
| -🇬🇧 | Attacker | 26 | 1 | 0 | 1 | 12 | 0/- | 100 | 6 | 2 | 7 | 0 | 9 | 4 | 549 | |
| -🇬🇧 |
| Attacker |
| 15 |
| 0 |
| 0 |
| 0 |
| 19 |
| 0/- |
| 0 |
| 2 |
| 7 |
| 8 |
| 0 |
| 13 |
| 3 |
| 482 |
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 | - | - | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 13 | 14 | 14 | 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 | I think this was one of your stronger performances, coming in at 2.42x. You gave the enemy defence problems and backed it up with 8 caps and 6 solos from 23 grabs. You fought efficiently: 84-65 with a 1.29 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.16x. You were dangerous with the flag: 17 grabs led to 8 caps and 4 solos. 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 | You played around your normal level at 1.06x, so your focus should be small improvements rather than a full reset. Your attacking play was strong, especially because you turned 26 grabs into 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You played around your normal level at 1.02x, so your focus should be small improvements rather than a full reset. Your flag pressure was good with 15 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 64-96 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |