Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Apr 2026, 23:43
Cassius Temple
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 168 | 65 | 79 | 0 | 261 | - | 0.82 | 45% | 31% | 0:08 | |
| 139 | 79 | 71 | 0 | 222 | 13.5 cm | 1.11 | 53% | 36% | 0:09 | |
| 6 | 2 | 68 | 0 | 21 | - | 0.03 | 3% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 10 | 2 | 1 | 4 kills | ||||
| 10 | 4 | 2 | 4 kills | ||||
| 13 | 2 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-Temple-V3 between Red and Blue Team, ending 1-6 in favour of Blue Team.
The opening breakthrough came at 0:21 when cam scored for Blue Team. Blue Team created more scoring chances, converting 6 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:44, with Maber finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-6.
Maber stood out as the main objective influence with 21 grabs, 4 captures, 0 returns, and an MVP score of 511. pho` anchored the recovery work with 24 total returns.
Objective ledger for the match: 64 grabs, 12 pickups, 7 captures, 1 solos, 5 assists, 69 flag kills, 16 covers, 3 seals, 56 returns, 6 mid returns, 0 clutch returns, and 3 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 78 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: -uh.StarzZz`- 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.
| 0:09 |
| Team Total | 313 | 146 | 218 | 0 | 504 | 13.5 cm | 0.67 | 40% | 32% | 0:27 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 219 | 78 | 47 | 0 | 174 | 20.3 cm | 1.66 | 62% | 45% | 0:13 | |
| 155 | 83 | 48 | 0 | 329 | - | 1.73 | 63% | 35% | 0:13 | |
| 128 | 57 | 51 | 0 | 157 | - | 1.12 | 53% | 36% | 0:12 | |
| Team Total | 502 | 218 | 146 | 0 | 660 | 20.3 cm | 1.49 | 60% | 38% | 0:41 |
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 |
| 1 |
| 3 kills |
| 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 4 | 6 kills | |||||
| 4 | 6 kills | |||||
| 1 | 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 | 21 | 4 | 2 | 1 | 1 | 0/- | 479 | 5 | 2 | 0 | 1 | 0 | 0 | 511 | |
| -🇬🇧 | Defender | 0 | 1 | 1 | 0 | 0 | 27/15 | 1 | 2 | 3 | 2 | 0 | 24 | 0 | 336 | |
| -🇺🇸 | Attacker | 8 | 1 | 2 | 0 | 9 | 0/- | 120 | 2 | 7 | 0 | 0 | 9 | 0 | 314 | |
| -🇬🇧 | Attacker | 18 | 1 | 0 | 0 | 10 | 0/- | 100 | 3 | 3 | 3 | 1 | 11 | 0 | 238 | |
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 21/1 | 0 | 0 | 1 | 1 | 0 | 12 | 0 | 205 | |
| -🇬🇧 | Attacker | 15 | 0 | 0 | 0 | 1 | 0/- | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 3 |
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 | - | - | 11 | 12 | 13 | 0 | Good connection | ||
| 25000 | 0 | 123Hz | 11 | 12 | 14 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 16 | 16 | 16 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 22 | 22 | 0 | Good connection | ||
| 25000 | 295 | 143Hz | 30 | 30 | 31 | 0 | Good connection | ||
| 20000 | - | - | 75 | 77 | 80 | 0 | Minor variation |
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 2.07x. Very strong flag running: you made 21 grabs count with 4 caps and 1 solo. 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. Stay brave on attack, just make the early grab happen with support instead of gambling alone. | |
| Godlike | Defender | You played a really good game here and your 1.38x rating shows it. As a defender, your standout work was stopping danger before it became a cap: 2 mid returns. You fought efficiently: 78-47 with a 1.66 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.15x. Your grabs and running were a real strength, with 8 grabs turning into 1 cap. You fought efficiently: 83-48 with a 1.73 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Defender | You played around your normal level at 1.04x, so your focus should be small improvements rather than a full reset. As a defender, your standout work was stopping danger before it became a cap: 1 mid return. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Stable | Attacker | You played around your normal level at 1.01x, so your focus should be small improvements rather than a full reset. Your grabs and running were a real strength, with 18 grabs turning into 1 cap. 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 | Attacker | You had a rough game at 0.08x, so I think your goal should be to simplify and rebuild from safer plays. 15 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 2-68 means you died too often before you could put enough pressure on the enemy or help your team objective. Stay brave on attack, just make the early grab happen with support instead of gambling alone. |