Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Mar 2026, 14:31
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 306 | 115 | 94 | 2 | 303 | 13.5 cm | 1.22 | 55% | 41% | 0:07 | |
| 257 | 74 | 94 | 0 | 299 | 58.3 cm | 0.79 | 44% | 26% | 0:09 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 8 | 5 | 3 | 5 kills | |||
| 16 | 4 | 3 | 2 | 5 kills | |||
| 8 | 5 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 6-0 in favour of Red Team.
The opening breakthrough came at 2:26 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 6 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 9:09, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 6-0.
-uh.StarzZz`- stood out as the main objective influence with 18 grabs, 2 captures, 12 returns, and an MVP score of 664. -uh.Pr3DazZz made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 55 grabs, 18 pickups, 6 captures, 1 solos, 3 assists, 67 flag kills, 30 covers, 0 seals, 49 returns, 35 mid returns, 14 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 115 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.Pr3DazZz produced 5 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.
| 0 | 0 | 0 | 0 | 13 | 20.3 cm | 0 | 0% | 0% | 1:41 |
| Team Total | 563 | 189 | 188 | 2 | 615 | 30.7 cm | 1.01 | 50% | 33% | 1:59 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 238 | 108 | 98 | 0 | 314 | - | 1.10 | 52% | 37% | 0:07 | |
| 165 | 80 | 91 | 0 | 242 | 46.0 cm | 0.88 | 47% | 33% | 0:08 | |
| Team Total | 403 | 188 | 189 | 0 | 556 | 46.0 cm | 0.99 | 50% | 35% | 0:16 |
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 |
| 4 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 3 | 6 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 | 18 | 2 | 3 | 1 | 19 | 0/- | 0 | 2 | 13 | 9 | 0 | 12 | 3 | 664 | |
| -🇬🇧 | Attacker | 8 | 4 | 0 | 0 | 19 | 0/- | 0 | 7 | 6 | 14 | 0 | 17 | 3 | 626 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 17 | 0/- | 0 | 4 | 7 | 8 | 0 | 11 | 5 | 607 | |
| -🇭🇺 | Attacker | 16 | 0 | 0 | 0 | 12 | 0/- | 0 | 5 | 4 | 4 | 0 | 9 | 3 | 431 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 95 |
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 | 238 | 238Hz | 16 | 16 | 23 | 0 | Bumpy connection | ||
| 30000 | - | - | 20 | 32 | 101 | 1 | Occasional lag spikes | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 20000 | - | - | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 34 | 38 | 103 | 1 | Occasional lag spikes |
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 1.91x. Very strong flag running: you made 18 grabs count with 2 caps and 1 solo. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. 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 1.83x. You looked dangerous whenever you got the flag, and 8 grabs led to 4 caps. I think survival was your main issue: 74-94 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.56x. You kept looking for the flag with 13 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.16x. 16 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Feeding | Defender | You had a tough match at 0.06x, well below your usual level, but I think it is fixable. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. 0% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |