Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Apr 2026, 00:53
Lajosgradska
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 2 | 3 | 8 | 0 | 17 | 20.3 cm | 0.38 | 27% | 18% | 1:31 |
| Team Total | 2 | 3 | 8 | 0 | 17 | 20.3 cm | 0.38 | 27% | 18% | 1:31 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| pho` | -uh.StarzZz`- | 3 |
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | pho` | 8 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 2 | 3 kills | |||||
| pho` | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-UH-Revamp2 between Red and Blue Team, ending 0-1 in favour of Blue Team.
The opening breakthrough came at 0:15 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 44% accuracy and 8 kills.
Aim complaint: -uh.StarzZz`- hit 44% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| -uh.StarzZz`-FB | 24 | 8 | 3 | 0 | 18 | 13.5 cm | 2.67 | 73% | 44% | 2:53 |
| Team Total | 24 | 8 | 3 | 0 | 18 | 13.5 cm | 2.67 | 73% | 44% | 2:53 |
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.
| 5 kills |
| pho` | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -uh.StarzZz`- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 24 |
| - | pho` | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 20 | 20 | 21 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 66 | 102 | 5 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Feeding | Defender | You had a tough match at 0.34x, well below your usual level, but I think it is fixable. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. Aim was a real positive at 44% 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. |
| pho` | Feeding | Defender | This was a hard outing for you at 0.08x; treat it as a reset point, not a verdict on your ability. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. 27% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |