Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Oct 2025, 20:11
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 330 | 183 | 182 | 0 | 551 | 46.0 cm | 1.01 | 50% | 34% | 0:14 | |
| 178 | 80 | 74 | 0 | 266 | 13.5 cm | 1.08 | 52% | 34% | 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 |
|---|---|---|---|---|---|---|---|
| 29 | 6 | 5 | 4 kills | ||||
| 21 | 5 | 1 | 5 kills | ||||
| 16 | 1 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 2v3 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 2-1 in favour of Red Team.
The opening breakthrough came at 4:48 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 2 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 10:08, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 2-1.
-cide- stood out as the main objective influence with 29 grabs, 1 capture, 10 returns, and an MVP score of 685. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 53 grabs, 23 pickups, 3 captures, 1 solos, 4 assists, 72 flag kills, 17 covers, 0 seals, 48 returns, 46 mid returns, 2 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 35% accuracy and 108 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 40 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: newut finished with 28 lama score from 108 kills and 40 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 508 |
| 263 |
| 256 |
| 0 |
| 817 |
| 29.7 cm |
| 1.03 |
| 51% |
| 33% |
| 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 180 | 108 | 92 | 0 | 315 | - | 1.17 | 54% | 35% | 0:07 | |
| 150 | 65 | 83 | 0 | 239 | 58.3 cm | 0.78 | 44% | 28% | 0:07 | |
| 149 | 83 | 88 | 0 | 310 | - | 0.94 | 49% | 31% | 0:07 | |
| Team Total | 479 | 256 | 263 | 0 | 864 | 58.3 cm | 0.97 | 49% | 31% | 0:22 |
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 |
| 3 |
| 3 kills |
| 8 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 29 | 1 | 2 | 1 | 20 | 0/- | 0 | 11 | 10 | 8 | 0 | 10 | 2 | 685 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 14/6 | 0 | 1 | 3 | 12 | 0 | 12 | 0 | 485 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 11/1 | 0 | 5 | 1 | 10 | 0 | 10 | 0 | 376 | |
| -🇺🇸 |
| Attacker |
| 10 |
| 0 |
| 1 |
| 0 |
| 16 |
| 0/- |
| 0 |
| 2 |
| 0 |
| 7 |
| 0 |
| 7 |
| 0 |
| 374 |
| -🇺🇸 | Attacker | 14 | 0 | 1 | 0 | 11 | 0/- | 0 | 4 | 3 | 9 | 0 | 9 | 0 | 369 |
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 | 238 | 238Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 16 | 21 | 25 | 0 | Variable ping | ||
| 35000 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 96 | 98 | 99 | 0 | Good connection | ||
| 25000 | 290 | 0Hz | 102 | 103 | 104 | 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 were one of the players who shaped this match, finishing at 2.19x. You carried real threat on attack, turning 29 grabs into 1 cap and 1 solo. 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.35x. Your flag pressure was good with 14 grabs, and working closer with your team would make those grabs more dangerous. 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. | |
| Dominating | Defender | You were sharp in this match and pushed above your usual level at 1.19x. You helped keep the score under control with 12 mid returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.14x. 10 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Defender | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. Your defensive timing was good: 10 mid returns cut off runs at important moments. 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: cover the flag carriers when you can, but make sure your own flag is safe first. |