Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Aug 2026, 22:28
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 220 | 102 | 117 | 0 | 249 | 20.3 cm | 0.87 | 47% | 41% | 0:05 | |
| 189 | 85 | 115 | 0 | 321 | 20.3 cm | 0.74 | 43% | 26% | 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 | 12 | 5 | 4 | 5 kills | |||
| 19 | 4 | 3 | 4 kills | ||||
| 9 | 5 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-NeverEndingSpam-3v3 between Red and Blue Team, ending 1-5 in favour of Blue Team.
The opening breakthrough came at 2:37 when Stealth scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 9:03, with _-=Pr3dazZz=- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-5.
_-=Pr3dazZz=- stood out as the main objective influence with 19 grabs, 3 captures, 3 returns, and an MVP score of 531. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 79 grabs, 33 pickups, 6 captures, 3 solos, 4 assists, 105 flag kills, 45 covers, 0 seals, 72 returns, 4 mid returns, 15 clutch returns, and 3 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 46% accuracy and 164 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Cherry watch: Broken_Soul logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 180 |
| 86 |
| 131 |
| 0 |
| 309 |
| 58.3 cm |
| 0.66 |
| 40% |
| 30% |
| 0:05 |
| Team Total | 589 | 273 | 363 | 0 | 879 | 32.9 cm | 0.75 | 43% | 32% | 0:17 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 363 | 164 | 90 | 0 | 374 | 13.5 cm | 1.82 | 65% | 46% | 0:07 | |
| 221 | 112 | 91 | 0 | 330 | 36.0 cm | 1.23 | 55% | 39% | 0:07 | |
| 198 | 87 | 92 | 0 | 318 | 82.4 cm | 0.95 | 49% | 28% | 0:07 | |
| Team Total | 782 | 363 | 273 | 0 | 1022 | 44.0 cm | 1.33 | 57% | 38% | 0:21 |
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.
| 10 |
| 4 |
| 2 |
| 4 kills |
| 8 | 4 | 2 | 4 kills |
| 15 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 8 kills | |||||
| 3 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 19 | 3 | 1 | 2 | 8 | 0/- | 259 | 7 | 14 | 0 | 0 | 3 | 2 | 531 | |
| -🇵🇹 | Attacker | 22 | 1 | 2 | 1 | 7 | 0/- | 240 | 4 | 11 | 0 | 1 | 5 | 4 | 531 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 39/15 | 1 | 4 | 11 | 0 | 0 | 28 | 1 | 498 | |
| -🇬🇧 |
| Attacker |
| 21 |
| 0 |
| 1 |
| 0 |
| 17 |
| 0/- |
| 98 |
| 5 |
| 4 |
| 0 |
| 1 |
| 14 |
| 3 |
| 387 |
| -🇬🇧 | Attacker | 17 | 1 | 0 | 0 | 14 | 0/- | 2 | 8 | 2 | 2 | 1 | 10 | 4 | 343 |
| -🇳🇱 | Defender | 0 | 0 | 0 | 0 | 0 | 20/- | 0 | 5 | 3 | 2 | 0 | 12 | 1 | 271 |
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 | ||
| 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 17 | 18 | 18 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 13 | 13 | 13 | 0 | Good connection | ||
| 30000 | - | - | 46 | 46 | 47 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 11 | 11 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You had a huge game and played well above your usual level at 1.88x. As a defender, your standout work was stopping danger before it became a cap: 1 clutch return. You fought efficiently: 164-90 with a 1.82 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.72x. Your flag work was one of your best areas, with 22 grabs producing 1 cap and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.55x. You gave the enemy defence problems and backed it up with 3 caps and 2 solos from 19 grabs. 55% efficiency shows the fight selection was generally good. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.21x. As an attacker, you kept pressure on the enemy base with 21 grabs; your next jump is converting more of those starts into completed runs. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. If you see the grab, go for it, but try to avoid gambling alone when your teammates are not in position. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.18x. Excellent flag running from you: 17 grabs became 1 cap. I think survival was your main issue: 86-131 means you died too often before you could put enough pressure on the enemy or help your team objective. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. | |
| Stable | Defender | You were close to your usual level at 1.10x, with room to turn steady play into a bigger influence. Your defensive timing was good: 2 mid returns and 1 clutch return cut off runs at important moments. I think survival was your main issue: 85-115 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |