Unreal HeavenThe home of 2v2 and 3v3 iCTF23 Jan 2026, 23:46
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 268 | 147 | 119 | 0 | 308 | 20.3 cm | 1.24 | 55% | 48% | 0:05 | |
| 211 | 123 | 105 | 0 | 319 | 13.5 cm | 1.17 | 54% | 40% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 13 | 3 | 4 | 5 kills | |||
| 20 | 4 | 5 | 5 kills | ||||
| 19 | 5 | 4 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-AndAction-V between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 6:18 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established.
pho` stood out as the main objective influence with 13 grabs, 0 captures, 15 returns, and an MVP score of 324. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 67 grabs, 28 pickups, 1 captures, 0 solos, 1 assists, 93 flag kills, 31 covers, 1 seals, 65 returns, 0 mid returns, 7 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 48% accuracy and 147 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 22 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -uh.StarzZz`- logged 1 cherry pick, 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.
| 148 |
| 92 |
| 111 |
| 0 |
| 307 |
| - |
| 0.83 |
| 45% |
| 30% |
| 0:05 |
| Team Total | 627 | 362 | 335 | 0 | 934 | 16.9 cm | 1.08 | 52% | 39% | 0:18 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 224 | 130 | 129 | 0 | 360 | - | 1.01 | 50% | 37% | 0:05 | |
| 202 | 112 | 113 | 0 | 305 | 36.0 cm | 0.99 | 50% | 37% | 0:05 | |
| 174 | 93 | 120 | 0 | 303 | 46.0 cm | 0.78 | 44% | 31% | 0:05 | |
| Team Total | 600 | 335 | 362 | 0 | 968 | 41.0 cm | 0.93 | 48% | 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.
| 19 |
| 6 |
| 3 |
| 1 |
| 5 kills |
| 16 | 6 | 1 | 4 kills |
| 15 | 6 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 9 kills | |||||
| 5 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 24 | 0/- | 0 | 4 | 4 | 0 | 0 | 15 | 2 | 324 | |
| -🇬🇧 | Attacker | 13 | 1 | 0 | 0 | 10 | 0/- | 34 | 9 | 10 | 0 | 1 | 8 | 2 | 265 | |
| -🇨🇦 | Attacker | 4 | 0 | 0 | 0 | 19 | 0/- | 0 | 4 | 6 | 0 | 0 | 8 | 1 | 240 | |
| -🇺🇸 |
| Attacker |
| 9 |
| 0 |
| 1 |
| 0 |
| 9 |
| 0/- |
| 66 |
| 4 |
| 4 |
| 0 |
| 0 |
| 9 |
| 0 |
| 218 |
| -🇩🇪 | Attacker | 18 | 0 | 0 | 0 | 10 | 0/- | 0 | 4 | 5 | 0 | 0 | 10 | 2 | 214 |
| -🇬🇧 | Attacker | 10 | 0 | 0 | 0 | 21 | 0/- | 0 | 3 | 2 | 0 | 0 | 15 | 0 | 40 |
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 | 9 | 10 | 10 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 17 | 18 | 20 | 0 | Minor variation | ||
| 30000 | - | - | 112 | 114 | 115 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 10 | 10 | 11 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 23 | 24 | 24 | 0 | Good connection | ||
| 30000 | - | - | 97 | 99 | 100 | 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 put together a top-level game here and finished at 1.42x. 13 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. Aim was a real positive at 48% accuracy, so keep taking fights where that strength matters. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.23x rating. You carried real threat on attack, turning 13 grabs into 1 cap. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.23x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.22x. You created plenty of starts with 9 grabs; now try to turn more of them into pickups, covers, or caps. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.07x, so your focus should be small improvements rather than a full reset. Your flag pressure was good with 18 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 93-120 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. | |
| Stable | Attacker | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. You kept looking for the flag with 10 grabs; now the aim is cleaner routes and better timing with cover. You did make some good returns, and those stops helped your team stay in the game. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |