Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Mar 2026, 21:54
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 275 | 119 | 93 | 0 | 321 | 13.5 cm | 1.28 | 56% | 37% | 0:07 | |
| 186 | 78 | 79 | 0 | 269 | - | 0.99 | 50% | 29% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 60 | ||
| 65 | ||
| 13 | ||
| 45 | ||
| 10 |
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 66 | ||
| 62 | ||
| 41 | ||
| 13 | ||
| 11 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 29 | 4 | 1 | 5 kills | ||||
| 18 | 6 | 4 | 1 | 5 kills | |||
| 7 | 2 | 3 kills | |||||
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Generated from the match events and player statistics.
A tight game of 3v2 Instagib CTF took place on CTF-UH-Azure-v3 between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 2:49 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 9:16, with -uh.Pr3DazZz finishing for Red Team on a solo run. That score set the closing shape of the match at 3-4.
-cide- stood out as the main objective influence with 14 grabs, 3 captures, 23 returns, and an MVP score of 1025. tono made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 60 grabs, 29 pickups, 7 captures, 0 solos, 10 assists, 82 flag kills, 36 covers, 0 seals, 53 returns, 48 mid returns, 5 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 119 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 28 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: tono produced 2 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 116 |
| 55 |
| 73 |
| 0 |
| 327 |
| 19.6 cm |
| 0.75 |
| 43% |
| 17% |
| 0:09 |
| Team Total | 577 | 252 | 245 | 0 | 917 | 16.6 cm | 1.03 | 51% | 28% | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 448 | 180 | 169 | 0 | 578 | 46.0 cm | 1.07 | 52% | 31% | 0:16 | |
| 107 | 65 | 83 | 0 | 247 | - | 0.78 | 44% | 26% | 0:07 | |
| Team Total | 555 | 245 | 252 | 0 | 825 | 46.0 cm | 0.97 | 49% | 30% | 0:24 |
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.
| 12 |
| 2 |
| 1 |
| 4 kills |
| 6 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 8 kills | |||||
| 5 | 8 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 | 14 | 3 | 4 | 0 | 36 | 0/- | 0 | 14 | 15 | 22 | 0 | 23 | 1 | 1025 | |
| -🇬🇧 | Defender | 1 | 1 | 1 | 0 | 0 | 26/6 | 0 | 1 | 5 | 14 | 0 | 16 | 1 | 683 | |
| -🇬🇧 | Attacker | 11 | 1 | 1 | 0 | 16 | 0/- | 0 | 7 | 4 | 10 | 0 | 11 | 1 | 472 | |
| -🇨🇭 | Attacker | 18 | 1 | 3 | 0 | 1 | 0/- | 0 | 3 | 5 | 2 | 0 | 2 | 0 | 295 | |
| -🇭🇷 | Attacker | 16 | 1 | 1 | 0 | 3 | 0/- | 0 | 4 | 7 | 0 | 0 | 1 | 2 | 283 |
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 | 17 | 17 | 18 | 0 | Good connection | ||
| 30000 | - | - | 11 | 11 | 11 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 84 | 91 | 105 | 0 | Sawtooth variation | ||
| 20000 | - | - | 33 | 35 | 37 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 16 | 20 | 24 | 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 | Great game, this was a really strong performance from you at 2.78x. You gave the enemy defence problems and backed it up with 3 caps from 14 grabs. 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 | Defender | Great game, this was a really strong performance from you at 1.57x. As a defender, your standout work was stopping danger before it became a cap: 14 mid returns and 1 clutch return. You fought efficiently: 119-93 with a 1.28 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.17x. You carried real threat on attack, turning 11 grabs into 1 cap. 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. | |
| Stable | Attacker | You played around your normal level at 0.92x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 1 cap from 18 grabs. 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. You gave the enemy defence problems and backed it up with 1 cap from 16 grabs. I think survival was your main issue: 55-73 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. |