Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Jul 2026, 19:42
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 239 | 92 | 85 | 0 | 382 | 36.0 cm | 1.08 | 52% | 32% | 0:10 | |
| 138 | 71 | 85 | 1 | 270 | - | 0.84 | 46% | 27% | 0:16 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 35 | 12 | 1 | 4 kills | ||||
| 10 | 4 | 3 kills | |||||
| 9 | 2 | 1 | 4 kills | ||||
Loading player feedback...
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 1-3 in favour of Blue Team.
The opening breakthrough came at 4:09 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 9:00, with Zo-^ finishing for Red Team. That score set the closing shape of the match at 1-3.
-cide- stood out as the main objective influence with 20 grabs, 2 captures, 20 returns, and an MVP score of 896. _-=Pr3dazZz=- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 54 grabs, 30 pickups, 4 captures, 1 solos, 5 assists, 80 flag kills, 19 covers, 0 seals, 50 returns, 45 mid returns, 5 clutch returns, and 0 cherry picks.
Zo-^ supplied the sharpest shooting numbers, finishing with 37% accuracy and 87 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 30 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 137 |
| 87 |
| 73 |
| 0 |
| 289 |
| - |
| 1.19 |
| 54% |
| 37% |
| 0:11 |
| Team Total | 514 | 250 | 243 | 1 | 941 | 36.0 cm | 1.03 | 51% | 32% | 0:38 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 402 | 196 | 172 | 1 | 588 | 46.0 cm | 1.14 | 53% | 35% | 0:19 | |
| 110 | 47 | 78 | 0 | 221 | - | 0.60 | 38% | 21% | 0:10 | |
| Team Total | 512 | 243 | 250 | 1 | 809 | 46.0 cm | 0.97 | 49% | 31% | 0:31 |
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.
| 14 |
| 4 |
| 3 kills |
| 4 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 20 | 2 | 2 | 0 | 33 | 0/- | 0 | 10 | 9 | 19 | 0 | 20 | 1 | 896 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 24/6 | 0 | 3 | 5 | 16 | 0 | 17 | 1 | 618 | |
| -🇺🇸 | Attacker | 10 | 0 | 1 | 0 | 11 | 0/- | 0 | 6 | 2 | 7 | 0 | 8 | 1 | 359 | |
| -🇫🇷 | Attacker | 10 | 1 | 2 | 1 | 5 | 0/- | 0 | 5 | 1 | 2 | 0 | 3 | 1 | 310 | |
| -🇩🇪 | Attacker | 13 | 1 | 0 | 0 | 7 | 0/- | 0 | 6 | 2 | 1 | 0 | 2 | 1 | 272 |
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 | 498 | 498Hz | 17 | 18 | 18 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 36 | 39 | 42 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 85 | 88 | 92 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 14 | 21 | 30 | 0 | Sawtooth variation | ||
| 25000 | 120 | 60Hz | 115 | 119 | 122 | 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 | I think this was one of your stronger performances, coming in at 2.67x. Your flag work was one of your best areas, with 20 grabs producing 2 caps. 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. Your defensive timing was good: 16 mid returns and 1 clutch return cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.05x, so your focus should be small improvements rather than a full reset. You looked dangerous whenever you got the flag, and 10 grabs led to 1 cap and 1 solo. I think survival was your main issue: 47-78 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | I think you had a steady game at 0.98x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 1 cap from 13 grabs. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You played around your normal level at 0.96x, so your focus should be small improvements rather than a full reset. You kept looking for the flag with 10 grabs; now the aim is cleaner routes and better timing with cover. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |