Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Oct 2025, 18:37
Sprinta "CL"
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| (FT)Swat | 184 | 112 | 51 | 3 | 366 | - | 2.20 | 67% | 31% | 0:19 |
| sF*$pirit | 110 | 65 | 83 | 0 | 280 | - | 0.78 | 44% | 24% | 0:11 |
| Hodor | 99 | 51 | 62 | 1 | 244 | - | 0.82 | 45% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| (FT)Swat | 18 | 2 | 1 | 5 kills | |||
| <{xan}>Joschde | 6 | 4 | 1 | 5 kills | |||
| gzm | 5 | 2 kills | |||||
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Generated from the match events and player statistics.
A hard-fought game of 5v5 Instagib CTF took place on CTF-Sprinta-S6 between Red and Blue Team, ending 0-3 in favour of Blue Team.
The opening breakthrough came at 1:53 when <{xan}>Joschde scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 14:30, with gzm finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-3.
<{xan}>Joschde stood out as the main objective influence with 1 grab, 2 captures, 5 returns, and an MVP score of 304. sF*$pirit made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 40 grabs, 30 pickups, 3 captures, 1 solos, 2 assists, 67 flag kills, 28 covers, 7 seals, 36 returns, 8 mid returns, 1 clutch returns, and 0 cherry picks.
<{xan}>Joschde supplied the sharpest shooting numbers, finishing with 35% accuracy and 95 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 9 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: (FT)Swat finished with 40 lama score from 112 kills and 36 objective actions, which is the stats page politely asking what the plan was.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 24% |
| 0:15 |
| [-u-]Qk@c | 81 | 64 | 70 | 0 | 343 | - | 0.91 | 48% | 22% | 0:14 |
| fro"Zele'k* | 78 | 60 | 80 | 0 | 276 | - | 0.75 | 43% | 23% | 0:12 |
| Team Total | 552 | 352 | 346 | 4 | 1509 | - | 1.02 | 50% | 25% | 1:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| <{xan}>JoschdeFB | 184 | 95 | 52 | 0 | 305 | - | 1.83 | 65% | 35% | 0:19 |
| -cide- | 107 | 63 | 87 | 0 | 260 | 46.0 cm | 0.72 | 42% | 24% | 0:11 |
| JugzZz | 101 | 60 | 67 | 0 | 248 | - | 0.90 | 47% | 25% | 0:14 |
| newut | 98 | 69 | 76 | 0 | 247 | - | 0.91 | 48% | 28% | 0:13 |
| gzm | 89 | 59 | 70 | 0 | 249 | - | 0.84 | 46% | 29% | 0:14 |
| Team Total | 579 | 346 | 352 | 0 | 1309 | 46.0 cm | 0.98 | 50% | 28% | 1:12 |
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 |
| 2 kills |
| fro"Zele'k* | 8 | 1 | 3 kills |
| [-u-]Qk@c | 6 | 1 | 3 kills |
| newut | 8 | 2 kills |
| sF*$pirit | 8 | 1 | 3 kills |
| -cide- | 8 | 2 kills |
| Hodor | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| (FT)Swat | 5 | 1 | 10 kills | |||
| <{xan}>Joschde | 4 | 9 kills | ||||
| gzm | 1 | 8 kills | ||||
| JugzZz | 2 | 6 kills | ||||
| fro"Zele'k* | 4 kills | |||||
| [-u-]Qk@c | 4 kills | |||||
| newut | 4 kills | |||||
| sF*$pirit | 3 kills | |||||
| -cide- | 3 kills | |||||
| Hodor | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | <{xan}>Joschde | Defender | 1 | 2 | 0 | 1 | 0 | 13/7 | 101 | 1 | 5 | 1 | 0 | 5 | 0 | 304 |
| - | gzm | Attacker | 12 | 1 | 1 | 0 | 1 | 0/- | 146 | 7 | 2 | 0 | 0 | 1 | 0 | 216 |
| - | (FT)Swat | Defender | 0 | 0 | 0 | 0 | 0 | 14/11 | 0 | 2 | 5 | 1 | 0 | 8 | 0 | 186 |
| - | -cide- | Attacker | 5 | 0 | 1 | 0 | 6 | 0/- | 54 | 4 | 2 | 1 | 0 | 3 | 0 | 181 |
| - | sF*$pirit | Attacker | 8 | 0 | 0 | 0 | 6 | 0/- | 0 | 2 | 3 | 0 | 0 | 2 | 1 | 143 |
| - | JugzZz | Defender | 0 | 0 | 0 | 0 | 0 | 8/3 | 0 | 2 | 0 | 1 | 0 | 6 | 0 | 141 |
| - | newut | Defender | 2 | 0 | 0 | 0 | 0 | 5/0 | 0 | 3 | 4 | 1 | 0 | 4 | 0 | 135 |
| - | Hodor | Defender | 0 | 0 | 0 | 0 | 0 | 10/3 | 0 | 1 | 0 | 1 | 0 | 4 | 0 | 119 |
Uses the match ngLog and UHNet connection values: client NetSpeed, client FPS when logged, and ping samples across the match. Min, Avg and Max summarise the ping range, the trace shows the connection pattern, and spikes mark sudden jumps.
| Player | Client NetSpeed | Client FPS | Refresh | Min | Avg | Max | Spikes | Ping Trace | Pattern |
|---|---|---|---|---|---|---|---|---|---|
| sF*$pirit | 30000 | - | - | 41 | 46 | 106 | 1 | Occasional lag spikes | |
| Hodor | 30000 | - | - | 47 | 49 | 51 | 0 | Minor variation | |
| [-u-]Qk@c | 30000 | - | - | 42 | 82 | 276 | 4 | Unstable spikes | |
| (FT)Swat | 30000 | - | - | 45 | 48 | 91 | 1 | Occasional lag spikes | |
| fro"Zele'k* | 30000 | - | - | 32 | 33 | 35 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 25 | 26 | 27 | 0 | Good connection | |
| newut | 30000 | 0 | 240Hz | 92 | 94 | 100 | 0 | Minor variation | |
| gzm | 30000 | - | - | 17 | 20 | 29 | 0 | Sawtooth variation | |
| <{xan}>Joschde | 30000 | - | - | 28 | 32 | 73 | 3 | Unstable spikes | |
| JugzZz | 25000 | 9999 | 360Hz | 96 | 99 | 101 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| <{xan}>Joschde | Dominating | Defender | You played well and finished above your usual level at 1.19x. As a defender, your standout work was stopping danger before it became a cap: 1 mid return. You fought efficiently: 95-52 with a 1.83 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| (FT)Swat | Stable | Defender | I think you had a steady game at 1.03x; one or two stronger moments would lift it nicely. You helped keep the score under control with 1 mid return. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| gzm | Stable | Attacker | You were close to your usual level at 0.94x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 12 grabs into 1 cap. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| sF*$pirit | Stable | Attacker | You played around your normal level at 0.93x, so your focus should be small improvements rather than a full reset. 8 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 65-83 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. |
| -cide- | Struggling | Attacker | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. I think survival was your main issue: 63-87 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. |
| JugzZz | Struggling | Defender | You had a quieter game than normal at 0.80x; I think the useful part is that your improvement target is visible. Your defensive timing was good: 1 mid return cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| Hodor | Struggling | Defender | You had a quieter game than normal at 0.79x; I think the useful part is that your improvement target is visible. Your defensive timing was good: 1 mid return cut off runs at important moments. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| newut | Feeding | Defender | You had a tough match at 0.71x, well below your usual level, but I think it is fixable. Your defensive timing was good: 1 mid return cut off runs at important moments. The support share was meaningful at 39%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| [-u-]Qk@c | Feeding | Defender | You had a tough match at 0.71x, well below your usual level, but I think it is fixable. Your defensive timing was good: 1 mid return cut off runs at important moments. The volume of fights was there, but 22% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: after the flag kill, secure the return faster or call the exact location so the team can finish the stop. |
| fro"Zele'k* | Feeding | Attacker | You had a rough game at 0.64x, so I think your goal should be to simplify and rebuild from safer plays. You created plenty of starts with 9 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 60-80 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |