Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Dec 2025, 16:21
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 168 | 110 | 100 | 1 | 357 | 13.5 cm | 1.10 | 52% | 33% | 0:06 |
| -cide- | 165 | 99 | 93 | 3 | 366 | 46.0 cm | 1.06 | 51% | 27% | 0:07 |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | ath | 56 |
| -uh.StarzZz`- | Broken_Soul | 54 |
| -cide- | ath | 51 |
| -cide- | Broken_Soul | 48 |
| Killer | Victim | |
|---|---|---|
| ath | -uh.StarzZz`- | 78 |
| ath | -cide- | 66 |
| Broken_Soul | -uh.StarzZz`- | 22 |
| Broken_Soul | -cide- | 27 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ath | 21 | 9 | 1 | 4 | 5 kills | ||
| -uh.StarzZz`- | 16 | 8 | 4 | 4 kills | |||
| -cide- | 15 | 4 | 3 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 2-0 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 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 4:07, with -cide- finishing for Red Team. That score set the closing shape of the match at 2-0.
-cide- stood out as the main objective influence with 6 grabs, 2 captures, 6 returns, and an MVP score of 388. -uh.StarzZz`- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 28 grabs, 16 pickups, 2 captures, 0 solos, 1 assists, 41 flag kills, 7 covers, 0 seals, 17 returns, 16 mid returns, 1 clutch returns, and 0 cherry picks.
ath supplied the sharpest shooting numbers, finishing with 34% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 14 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: ath finished with 106 lama score from 144 kills and 19 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 333 |
| 209 |
| 193 |
| 4 |
| 723 |
| 29.7 cm |
| 1.08 |
| 52% |
| 30% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| athFB | 207 | 144 | 107 | 0 | 493 | - | 1.35 | 57% | 34% | 0:06 |
| Broken_Soul | 82 | 49 | 102 | 2 | 314 | 58.3 cm | 0.48 | 32% | 18% | 0:06 |
| Team Total | 289 | 193 | 209 | 2 | 807 | 58.3 cm | 0.92 | 48% | 28% | 0:12 |
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.
| 6 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ath | 4 | 8 kills | ||||
| -uh.StarzZz`- | 2 | 5 kills | ||||
| -cide- | 1 | 5 kills | ||||
| Broken_Soul | 2 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- | Attacker | 6 | 2 | 0 | 0 | 11 | 0/- | 140 | 8 | 0 | 6 | 0 | 6 | 0 | 388 |
| - | -uh.StarzZz`- | Attacker | 8 | 0 | 1 | 0 | 10 | 0/- | 60 | 0 | 2 | 3 | 0 | 4 | 1 | 325 |
| - | ath | Attacker | 5 | 0 | 0 | 0 | 15 | 0/- | 0 | 1 | 4 | 2 | 0 | 2 | 0 | 250 |
| - | Broken_Soul | Attacker | 9 | 0 | 0 | 0 | 5 | 0/- | 0 | 7 | 1 | 5 | 0 | 5 | 0 | 156 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 31 | 32 | 33 | 0 | Good connection | |
| ath | 30000 | - | - | 22 | 23 | 24 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 13 | 14 | 16 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.27x. Your attacking runs had purpose, with 6 grabs leading to 2 caps. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| ath | Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.16x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 144-107 with a 1.35 K/D, and I think you played your role in the team well. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| -uh.StarzZz`- | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.13x. You kept looking for the flag with 8 grabs; now the aim is cleaner routes and better timing with cover. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| Broken_Soul | Feeding | Attacker | This was a hard outing for you at 0.59x; treat it as a reset point, not a verdict on your ability. As an attacker, you kept pressure on the enemy base with 9 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 49-102 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |