Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Feb 2026, 17:51
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 275 | 113 | 81 | 0 | 296 | 46.0 cm | 1.40 | 58% | 38% | 0:08 |
| Skirmish | 191 | 93 | 76 | 0 | 278 | - | 1.22 | 55% | 33% | 0:08 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 14 | 4 | 2 | 4 kills | |||
| Skirmish | 14 | 6 | 3 kills | ||||
| -uh.StarzZz`- | 12 | 6 | 3 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-F_RIFK between Red and Blue Team, ending 6-2 in favour of Red Team.
The opening breakthrough came at 2:15 when -cide- scored for Red Team. Red Team created more scoring chances, converting 6 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:56, with -cide- finishing for Red Team. That score set the closing shape of the match at 6-2.
-cide- stood out as the main objective influence with 0 grabs, 5 captures, 15 returns, and an MVP score of 664. -uh.StarzZz`- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 54 grabs, 23 pickups, 8 captures, 1 solos, 8 assists, 69 flag kills, 38 covers, 0 seals, 46 returns, 43 mid returns, 3 clutch returns, and 4 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 38% accuracy and 113 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 9 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -uh.StarzZz`- logged 3 cherry picks, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 119 |
| 44 |
| 79 |
| 0 |
| 234 |
| 58.3 cm |
| 0.56 |
| 36% |
| 19% |
| 0:08 |
| Team Total | 585 | 250 | 236 | 0 | 808 | 52.1 cm | 1.06 | 51% | 31% | 0:25 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 191 | 90 | 89 | 0 | 278 | 13.5 cm | 1.01 | 50% | 32% | 0:07 |
| -uh.PreDaToR- | 180 | 83 | 75 | 0 | 286 | - | 1.11 | 53% | 30% | 0:08 |
| Stealth | 115 | 63 | 86 | 0 | 252 | 82.4 cm | 0.73 | 42% | 25% | 0:07 |
| Team Total | 486 | 236 | 250 | 0 | 816 | 48.0 cm | 0.94 | 49% | 29% | 0:24 |
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.
| 9 |
| 1 |
| 1 |
| 1 |
| 5 kills |
| -uh.PreDaToR- | 15 | 3 | 1 | 4 kills |
| Broken_Soul | 7 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 2 | 9 kills | ||||
| Skirmish | 2 | 8 kills | ||||
| -uh.StarzZz`- | 3 | 6 kills | ||||
| Stealth | 1 | 5 kills | ||||
| -uh.PreDaToR- | 1 | 5 kills | ||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Defender | 0 | 5 | 0 | 0 | 0 | 21/5 | 169 | 9 | 9 | 14 | 0 | 15 | 0 | 664 |
| - | Skirmish | Attacker | 17 | 0 | 3 | 0 | 11 | 0/- | 106 | 2 | 9 | 9 | 0 | 9 | 1 | 467 |
| - | Broken_Soul | Attacker | 10 | 1 | 3 | 1 | 2 | 0/- | 325 | 3 | 7 | 1 | 0 | 1 | 0 | 459 |
| - | -uh.PreDaToR- | Attacker | 7 | 0 | 2 | 0 | 15 | 0/- | 165 | 5 | 4 | 7 | 1 | 8 | 0 | 405 |
| - | -uh.StarzZz`- | Attacker | 14 | 1 | 0 | 0 | 12 | 0/- | 34 | 2 | 7 | 7 | 3 | 8 | 2 | 333 |
| - | Stealth | Attacker | 6 | 1 | 0 | 0 | 8 | 0/- | 1 | 2 | 2 | 5 | 0 | 5 | 0 | 204 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Skirmish | 30000 | 299 | - | 71 | 72 | 74 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 18 | 20 | 22 | 0 | Bumpy connection | |
| -cide- | 30000 | 360 | 240Hz | 28 | 28 | 30 | 0 | Good connection | |
| Stealth | 30000 | - | - | 49 | 49 | 49 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 10 | 10 | 12 | 0 | Good connection | |
| -uh.PreDaToR- | 30000 | - | - | 33 | 37 | 39 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Defender | I think this was one of your stronger performances, coming in at 1.99x. As a defender, your standout work was stopping danger before it became a cap: 14 mid returns. You fought efficiently: 113-81 with a 1.40 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
| Skirmish | Godlike | Attacker | Great game, this was a really strong performance from you at 1.41x. 17 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| -uh.PreDaToR- | Godlike | Attacker | Well played, this was a fantastic performance at 1.28x. You were active on attack with 7 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |
| -uh.StarzZz`- | Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.16x. You carried real threat on attack, turning 14 grabs into 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. |
| Stealth | Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 6 grabs into 1 cap. I think survival was your main issue: 63-86 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Broken_Soul | Stable | Attacker | You were close to your usual level at 1.04x, with room to turn steady play into a bigger influence. Very strong flag running: you made 10 grabs count with 1 cap and 1 solo. I think survival was your main issue: 44-79 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. |