Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Feb 2026, 20:07
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 246 | 98 | 80 | 0 | 259 | 13.5 cm | 1.23 | 55% | 38% | 0:08 | |
| 138 | 87 | 94 | 0 | 271 | - | 0.93 | 48% | 32% | 0:15 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 92 | ||
| 6 | ||
| 43 | ||
| 44 | ||
| 40 | ||
| 48 |
| Killer | Victim | |
|---|---|---|
| 71 | ||
| 44 | ||
| 43 | ||
| 9 | ||
| 50 | ||
| 53 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 4 | 3 kills | |||||
| 19 | 7 | 1 | 4 kills | ||||
| 23 | 8 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 0-3 in favour of Blue Team.
The opening breakthrough came at 1:55 when pho` 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. 1 capture was completed solo.
The final capture arrived at 7:23, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-3.
-cide- stood out as the main objective influence with 27 grabs, 2 captures, 11 returns, and an MVP score of 760. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 59 grabs, 26 pickups, 3 captures, 1 solos, 4 assists, 81 flag kills, 20 covers, 0 seals, 55 returns, 50 mid returns, 5 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 40% accuracy and 112 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 39 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 113 |
| 88 |
| 96 |
| 0 |
| 237 |
| - |
| 0.92 |
| 48% |
| 37% |
| 0:07 |
| Team Total | 497 | 273 | 270 | 0 | 767 | 13.5 cm | 1.01 | 50% | 36% | 0:31 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 320 | 158 | 175 | 1 | 518 | 46.0 cm | 0.90 | 47% | 31% | 0:16 | |
| 263 | 112 | 98 | 0 | 280 | 20.3 cm | 1.14 | 53% | 40% | 0:07 | |
| Team Total | 583 | 270 | 273 | 1 | 798 | 33.1 cm | 0.99 | 50% | 34% | 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.
| 11 |
| 5 |
| 1 |
| 4 kills |
| 16 | 4 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 9 kills | |||||
| 2 | 8 kills | |||||
| 5 kills | ||||||
| 2 | 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 | 27 | 2 | 3 | 1 | 15 | 0/- | 0 | 12 | 13 | 8 | 0 | 11 | 3 | 760 | |
| -🇬🇧 | Defender | 0 | 1 | 1 | 0 | 0 | 25/8 | 0 | 5 | 2 | 20 | 0 | 20 | 0 | 716 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 25/5 | 0 | 1 | 0 | 15 | 0 | 17 | 2 | 596 | |
| -🇺🇸 | Attacker | 10 | 0 | 0 | 0 | 10 | 0/- | 0 | 5 | 4 | 5 | 0 | 5 | 0 | 305 | |
| -🇧🇪 | Attacker | 21 | 0 | 0 | 0 | 6 | 0/- | 0 | 3 | 1 | 2 | 0 | 2 | 0 | 235 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 27 | 30 | 33 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 93 | 152 | 1360 | 1 | Occasional lag spikes | ||
| 30000 | 360 | 240Hz | 27 | 43 | 62 | 5 | Unstable spikes | ||
| 25000 | 400 | 280Hz | 24 | 25 | 26 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.12x. Excellent flag running from you: 27 grabs became 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: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Defender | You played a really good game here and your 1.54x rating shows it. As a defender, your standout work was stopping danger before it became a cap: 20 mid returns. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Defender | You played a really good game here and your 1.41x rating shows it. As a defender, your standout work was stopping danger before it became a cap: 15 mid returns and 2 clutch returns. 55% efficiency shows the fight selection was generally good. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Struggling | Attacker | You dipped below your usual level at 0.86x, but I think there are clear areas you can tighten next match. 10 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Struggling | Attacker | You were below your usual level at 0.77x, so cleaner decisions and timing will matter most for you. 21 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 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: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |