Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Feb 2026, 17:09
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 289 | 100 | 76 | 0 | 262 | 13.5 cm | 1.32 | 57% | 39% | 0:08 | |
| 201 | 72 | 76 | 0 | 246 | - | 0.95 | 49% | 29% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 8 | 1 | 2 | 5 kills | |||
| 9 | 1 | 2 | 4 kills | ||||
| 11 | 1 | 2 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 9-2 in favour of Red Team.
The opening breakthrough came at 1:38 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 9 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:55, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 9-2.
-cide- stood out as the main objective influence with 23 grabs, 0 captures, 15 returns, and an MVP score of 843. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 66 grabs, 36 pickups, 11 captures, 0 solos, 11 assists, 90 flag kills, 44 covers, 0 seals, 53 returns, 43 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 100 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 31 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 3 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.
| 199 |
| 87 |
| 85 |
| 0 |
| 282 |
| - |
| 1.02 |
| 51% |
| 31% |
| 0:07 |
| Team Total | 689 | 259 | 237 | 0 | 790 | 13.5 cm | 1.09 | 52% | 33% | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 377 | 169 | 170 | 0 | 527 | 46.0 cm | 0.99 | 50% | 32% | 0:15 | |
| 190 | 68 | 89 | 0 | 237 | 58.3 cm | 0.76 | 43% | 29% | 0:07 | |
| Team Total | 567 | 237 | 259 | 0 | 764 | 52.1 cm | 0.92 | 48% | 31% | 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.
| 9 |
| 1 |
| 3 kills |
| 10 | 5 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 1 | 8 kills | |||||
| 3 | 6 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 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 | 23 | 0 | 3 | 0 | 33 | 0/- | 0 | 8 | 9 | 13 | 0 | 15 | 2 | 843 | |
| -🇬🇧 | Attacker | 18 | 5 | 3 | 0 | 11 | 0/- | 0 | 13 | 13 | 7 | 0 | 8 | 2 | 621 | |
| -🇬🇧 | Attacker | 7 | 2 | 0 | 0 | 15 | 0/- | 0 | 6 | 6 | 8 | 0 | 11 | 3 | 553 | |
| -🇮🇱 | Attacker | 18 | 1 | 4 | 0 | 12 | 0/- | 0 | 3 | 13 | 5 | 0 | 9 | 3 | 531 | |
| -🇸🇪 | Defender | 0 | 3 | 1 | 0 | 0 | 19/4 | 0 | 6 | 3 | 10 | 0 | 10 | 0 | 480 |
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 | 299 | - | 75 | 76 | 79 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 38 | 38 | 39 | 0 | Good connection | ||
| 30000 | - | - | 18 | 19 | 21 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 16 | 22 | 26 | 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 | This was excellent work from you, with your match rating landing at 2.14x. 23 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. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.63x. You carried real threat on attack, turning 18 grabs into 5 caps. You fought efficiently: 100-76 with a 1.32 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.30x. You ran the flag well and gave your team end product: 1 cap from 18 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. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.23x. You looked dangerous whenever you got the flag, and 7 grabs led to 2 caps. I think survival was your main issue: 68-89 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Defender | I think you can take confidence from this one; you played above expectation at 1.20x. As a defender, your standout work was stopping danger before it became a cap: 10 mid 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. |