Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jan 2026, 19:51
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 305 | 127 | 99 | 0 | 319 | - | 1.28 | 56% | 40% | 0:07 | |
| 217 | 85 | 89 | 0 | 307 | - | 0.96 | 49% | 28% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 81 | ||
| 46 | ||
| 52 | ||
| 33 | ||
| 46 | ||
| 19 |
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 61 | ||
| 76 | ||
| 28 | ||
| 28 | ||
| 31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 29 | 10 | 2 | 1 | 5 kills | |||
| 19 | 7 | 3 | 4 kills | ||||
| 10 | 2 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 3v2 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 4-3 in favour of Red Team.
The opening breakthrough came at 3:12 when newut scored for Red Team. Red Team created more scoring chances, converting 4 of the 7 captures. Momentum changed hands 2 times as the scoreline developed. 2 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 12:03, with silent finishing for Red Team. That score set the closing shape of the match at 4-3.
-cide- stood out as the main objective influence with 26 grabs, 2 captures, 14 returns, and an MVP score of 846. -cide- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 62 grabs, 29 pickups, 7 captures, 2 solos, 6 assists, 84 flag kills, 31 covers, 0 seals, 55 returns, 46 mid returns, 9 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 40% accuracy and 127 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 36 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.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 130 |
| 65 |
| 107 |
| 0 |
| 260 |
| - |
| 0.61 |
| 38% |
| 25% |
| 0:06 |
| Team Total | 652 | 277 | 295 | 0 | 886 | - | 0.94 | 48% | 31% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 397 | 208 | 179 | 0 | 650 | 46.0 cm | 1.16 | 54% | 32% | 0:16 | |
| 168 | 87 | 98 | 0 | 288 | 58.3 cm | 0.89 | 47% | 30% | 0:07 | |
| Team Total | 565 | 295 | 277 | 0 | 938 | 52.1 cm | 1.06 | 52% | 32% | 0:23 |
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.
| 8 |
| 1 |
| 1 |
| 4 kills |
| 13 | 1 | 3 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 8 kills | ||||
| 4 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 26 | 2 | 1 | 1 | 24 | 0/- | 0 | 10 | 12 | 11 | 0 | 14 | 4 | 846 | |
| -🇺🇸 | Attacker | 8 | 2 | 1 | 1 | 27 | 0/- | 0 | 7 | 3 | 17 | 0 | 20 | 2 | 756 | |
| -🇬🇧 | Defender | 3 | 0 | 2 | 0 | 0 | 14/4 | 0 | 4 | 7 | 9 | 0 | 11 | 3 | 583 | |
| -🇬🇧 | Attacker | 13 | 1 | 1 | 0 | 11 | 0/- | 0 | 3 | 6 | 4 | 0 | 5 | 0 | 395 | |
| -🇳🇱 | Attacker | 12 | 2 | 1 | 0 | 8 | 0/- | 0 | 5 | 3 | 5 | 0 | 5 | 0 | 347 |
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 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 92 | 95 | 98 | 0 | Minor variation | ||
| 30000 | - | - | 25 | 26 | 29 | 0 | Bumpy connection | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 17 | 22 | 27 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.33x. Your attacking runs had purpose, with 26 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 | You should be happy with this one; your performance was well above your usual level at 1.85x. Excellent flag running from you: 8 grabs became 2 caps and 1 solo. You fought efficiently: 127-99 with a 1.28 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.32x. You helped keep the score under control with 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: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Stable | Attacker | You were close to your usual level at 1.05x, with room to turn steady play into a bigger influence. Very strong flag running: you made 13 grabs count with 1 cap. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 0.96x, so your focus should be small improvements rather than a full reset. Your flag work was one of your best areas, with 12 grabs producing 2 caps. I think survival was your main issue: 65-107 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. |