Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Nov 2025, 19:36
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 529 | 206 | 177 | 0 | 590 | 46.0 cm | 1.16 | 54% | 36% | 0:14 | |
| 275 | 109 | 88 | 0 | 399 | 36.0 cm | 1.24 | 55% | 35% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 6 | 4 | 1 | 1 | 5 kills | |||
| 17 | 4 | 1 | 1 | 5 kills | |||
| 15 | 2 | 2 | 5 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 9-3 in favour of Red Team.
The opening breakthrough came at 1:32 when -GoDeYe.PrT- scored for Blue Team. Red Team created more scoring chances, converting 9 of the 12 captures. Momentum changed hands 1 time as the scoreline developed. 4 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:56, with _-=Pr3dazZz=- finishing for Red Team on a solo run. That score set the closing shape of the match at 9-3.
-cide- stood out as the main objective influence with 20 grabs, 2 captures, 25 returns, and an MVP score of 1225. -cide- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 76 grabs, 35 pickups, 12 captures, 4 solos, 10 assists, 99 flag kills, 53 covers, 0 seals, 64 returns, 53 mid returns, 11 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 36% accuracy and 206 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 4 close-save returns, also known as deleting someone else's highlight clip.
| Team Total |
| 804 |
| 315 |
| 265 |
| 0 |
| 989 |
| 41.0 cm |
| 1.19 |
| 54% |
| 35% |
| 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 247 | 91 | 88 | 0 | 379 | - | 1.03 | 51% | 32% | 0:07 | |
| 197 | 89 | 107 | 0 | 283 | - | 0.83 | 45% | 31% | 0:06 | |
| 179 | 85 | 120 | 0 | 341 | 13.5 cm | 0.71 | 41% | 35% | 0:05 | |
| Team Total | 623 | 265 | 315 | 0 | 1003 | 13.5 cm | 0.84 | 46% | 33% | 0:18 |
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.
| 35 |
| 8 |
| 1 |
| 2 |
| 5 kills |
| 10 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 3 | 6 kills | |||||
| 1 | 6 kills | |||||
| 5 | 5 kills | |||||
| 3 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 20 | 2 | 5 | 1 | 37 | 0/- | 0 | 9 | 28 | 19 | 0 | 25 | 4 | 1225 | |
| -🇬🇧 | Attacker | 22 | 7 | 1 | 3 | 10 | 0/- | 0 | 10 | 10 | 6 | 0 | 6 | 2 | 672 | |
| -🇵🇹 | Defender | 0 | 2 | 0 | 0 | 0 | 16/4 | 0 | 5 | 6 | 9 | 0 | 11 | 3 | 597 | |
| -🇬🇧 |
| Attacker |
| 16 |
| 0 |
| 3 |
| 0 |
| 17 |
| 0/- |
| 0 |
| 5 |
| 3 |
| 8 |
| 0 |
| 11 |
| 2 |
| 522 |
| -🇬🇧 | Attacker | 18 | 1 | 1 | 0 | 19 | 0/- | 0 | 6 | 6 | 11 | 0 | 11 | 0 | 495 |
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 | 498 | 498Hz | 8 | 9 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 16 | 32 | 48 | 0 | Variable ping | ||
| 30000 | - | - | 39 | 40 | 40 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 13 | 16 | 20 | 0 | Rhythmic fluctuation | ||
| 30000 | - | - | 93 | 108 | 334 | 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 | Well played, this was a fantastic performance at 2.87x. You were dangerous with the flag: 20 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.66x. Your attacking play was strong, especially because you turned 22 grabs into 7 caps and 3 solos. 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. | |
| Dominating | Defender | I think this was a good step up from your normal game, with a 1.21x rating. As a defender, your standout work was stopping danger before it became a cap: 9 mid returns and 3 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Stable | Attacker | You played around your normal level at 1.08x, so your focus should be small improvements rather than a full reset. 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | You played around your normal level at 1.03x, so your focus should be small improvements rather than a full reset. Very strong flag running: you made 18 grabs count with 1 cap. I think survival was your main issue: 85-120 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. |