Unreal HeavenThe home of 2v2 and 3v3 iCTF13 May 2026, 13:13
CTF-MiniArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 312 | 98 | 94 | 0 | 300 | - | 1.04 | 51% | 35% | 0:07 | |
| 296 | 91 | 97 | 0 | 262 | 46.0 cm | 0.94 | 48% | 35% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 45 | ||
| 42 | ||
| 49 |
| Killer | Victim | |
|---|---|---|
| 38 | ||
| 46 | ||
| 56 | ||
| 51 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 4 | 2 | 1 | 5 kills | |||
| 7 | 5 | 1 | 5 kills | ||||
| 13 | 11 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-MiniArena-v1 between Red and Blue Team, ending 6-4 in favour of Red Team.
The opening breakthrough came at 2:32 when -uh.Pr3DazZz scored for Red Team. Red Team created more scoring chances, converting 6 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:50, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 6-4.
-cide- stood out as the main objective influence with 17 grabs, 2 captures, 14 returns, and an MVP score of 819. -cide- made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 65 grabs, 31 pickups, 10 captures, 4 solos, 5 assists, 86 flag kills, 38 covers, 0 seals, 54 returns, 39 mid returns, 15 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 36% accuracy and 107 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 27 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 7 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.
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| 20.3 cm |
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| Team Total | 608 | 189 | 191 | 0 | 562 | 33.1 cm | 0.99 | 50% | 35% | 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 283 | 84 | 95 | 0 | 268 | 46.0 cm | 0.88 | 47% | 32% | 0:06 | |
| 274 | 107 | 94 | 0 | 299 | 20.3 cm | 1.14 | 53% | 36% | 0:07 | |
| Team Total | 557 | 191 | 189 | 0 | 567 | 33.1 cm | 1.01 | 50% | 34% | 0:14 |
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.
| 12 |
| 5 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 9 kills | |||||
| 3 | 6 kills | |||||
| 3 | 5 kills | |||||
| 2 | 5 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 | 17 | 2 | 0 | 1 | 21 | 0/- | 0 | 10 | 11 | 10 | 0 | 14 | 7 | 819 | |
| -🇬🇧 | Attacker | 14 | 4 | 1 | 1 | 23 | 0/- | 0 | 9 | 13 | 10 | 0 | 15 | 3 | 746 | |
| -🇳🇱 | Attacker | 18 | 2 | 3 | 1 | 20 | 0/- | 0 | 8 | 11 | 11 | 0 | 13 | 4 | 746 | |
| -🇬🇧 | Attacker | 16 | 2 | 1 | 1 | 22 | 0/- | 0 | 4 | 3 | 8 | 0 | 12 | 1 | 627 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 98 |
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 | - | - | 9 | 10 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 30 | 31 | 32 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 34 | 35 | 37 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 23 | 23 | 24 | 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 | Well played, this was a fantastic performance at 2.00x. Your flag work was one of your best areas, with 14 grabs producing 4 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.91x. You looked dangerous whenever you got the flag, and 18 grabs led to 2 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.87x. Your attacking runs had purpose, with 17 grabs leading to 2 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.50x. Your attacking runs had purpose, with 16 grabs leading to 2 caps and 1 solo. 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. | |
| 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. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |