Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Nov 2025, 20:08
Hunter
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 271 | 121 | 105 | 0 | 371 | - | 1.15 | 54% | 33% | 0:10 | |
| 258 | 99 | 100 | 0 | 279 | 13.5 cm | 0.99 | 50% | 35% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 4 | 4 | 4 kills | ||||
| 14 | 7 | 3 | 3 | 5 kills | |||
| 15 | 8 | 2 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 4v3 Instagib CTF took place on CTF-Hunter-v3 between Red and Blue Team, ending 4-6 in favour of Blue Team.
The opening breakthrough came at 0:31 when BoSS~LoSaH scored for Blue Team. Blue Team created more scoring chances, converting 6 of the 10 captures. Momentum changed hands 2 times as the scoreline developed. 1 capture was completed solo.
Blue 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 10:51, with -cide- finishing for Blue Team. That score set the closing shape of the match at 4-6.
-uh.PreDaToR- stood out as the main objective influence with 14 grabs, 2 captures, 18 returns, and an MVP score of 746. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 75 grabs, 48 pickups, 10 captures, 1 solos, 10 assists, 113 flag kills, 58 covers, 0 seals, 65 returns, 56 mid returns, 9 clutch returns, and 1 cherry picks.
-uh.PreDaToR- supplied the sharpest shooting numbers, finishing with 37% accuracy and 125 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.
Cherry watch: localhero logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
| 213 |
| 100 |
| 114 |
| 0 |
| 360 |
| - |
| 0.88 |
| 47% |
| 28% |
| 0:09 |
| 7 | 8 | 11 | 0 | 27 | - | 0.73 | 42% | 30% | 0:05 |
| Team Total | 749 | 328 | 330 | 0 | 1037 | 13.5 cm | 0.99 | 50% | 32% | 0:33 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 325 | 125 | 108 | 1 | 338 | - | 1.16 | 53% | 37% | 0:10 | |
| 267 | 117 | 105 | 0 | 331 | - | 1.11 | 53% | 35% | 0:10 | |
| 206 | 88 | 115 | 0 | 343 | 46.0 cm | 0.77 | 43% | 26% | 0:09 | |
| Team Total | 798 | 330 | 328 | 1 | 1012 | 46.0 cm | 1.01 | 50% | 33% | 0:31 |
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.
| 20 |
| 5 |
| 1 |
| 5 kills |
| 15 | 5 | 1 | 2 | 5 kills |
| 13 | 3 | 4 kills |
| 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills | |||||
| 3 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills |
Blue 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 | 14 | 2 | 0 | 1 | 31 | 0/- | 0 | 2 | 6 | 16 | 0 | 18 | 1 | 746 | |
| -🇧🇪 | Attacker | 13 | 2 | 2 | 0 | 17 | 0/- | 0 | 6 | 11 | 10 | 0 | 12 | 2 | 649 | |
| -🇧🇪 | Attacker | 8 | 2 | 2 | 0 | 18 | 0/- | 0 | 12 | 6 | 10 | 0 | 12 | 2 | 616 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 2 |
| 2 |
| 0 |
| 20 |
| 0/- |
| 0 |
| 9 |
| 12 |
| 9 |
| 0 |
| 11 |
| 1 |
| 580 |
| -🇫🇷 | Attacker | 10 | 2 | 3 | 0 | 9 | 0/- | 0 | 17 | 13 | 3 | 0 | 4 | 2 | 489 |
| -🇬🇧 | Attacker | 15 | 0 | 1 | 0 | 18 | 0/- | 0 | 2 | 10 | 8 | 1 | 8 | 1 | 465 |
| -🇩🇪 | Defender | 2 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 85 |
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 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 30000 | - | - | 33 | 36 | 38 | 0 | Sawtooth variation | ||
| 25000 | 0 | 0Hz | 40 | 41 | 41 | 0 | Limited ping data | ||
| 30000 | 238 | 238Hz | 12 | 14 | 19 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 17 | 18 | 20 | 0 | Minor variation | ||
| 30000 | - | - | 25 | 30 | 37 | 0 | Bumpy connection | ||
| 30000 | - | - | 29 | 32 | 35 | 0 | Rhythmic fluctuation |
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 2.17x. You were dangerous with the flag: 14 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 | Great game, this was a really strong performance from you at 1.65x. You ran the flag well and gave your team end product: 2 caps from 8 grabs. 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 | You played a really good game here and your 1.57x rating shows it. Your attacking play was strong, especially because you turned 13 grabs into 2 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. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.55x. Your attacking runs had purpose, with 13 grabs leading to 2 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. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.34x. Very strong flag running: you made 10 grabs count with 2 caps. I think survival was your main issue: 88-115 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.32x. 15 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had some really good returns and gave useful cover, so keep building on that team-first work. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Feeding | Defender | You had a tough match at 0.16x, well below your usual level, but I think it is fixable. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |