Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Jul 2026, 17:45
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 230 | 61 | 49 | 0 | 204 | 46.0 cm | 1.24 | 55% | 30% | 0:11 | |
| 174 | 67 | 53 | 0 | 209 | 36.0 cm | 1.26 | 56% | 33% | 0:11 |
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 | 3 | 3 kills | |||||
| 5 | 2 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 13-1 in favour of Red Team.
The opening breakthrough came at 0:53 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 10 of the 14 captures. Momentum changed hands 1 time as the scoreline developed. 5 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 7:24, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 13-1.
-cide- stood out as the main objective influence with 12 grabs, 10 captures, 5 returns, and an MVP score of 953. chosen made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 51 grabs, 27 pickups, 14 captures, 5 solos, 13 assists, 63 flag kills, 29 covers, 0 seals, 36 returns, 34 mid returns, 2 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 75 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 24 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: chosen produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 64 | 33 | 60 | 1 | 203 | - | 0.55 | 35% | 16% | 0:09 |
| Team Total | 468 | 161 | 162 | 1 | 616 | 41.0 cm | 0.99 | 50% | 26% | 0:33 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 170 | 60 | 49 | 1 | 192 | 13.5 cm | 1.22 | 55% | 31% | 0:11 | |
| 158 | 75 | 62 | 0 | 176 | 20.3 cm | 1.21 | 55% | 43% | 0:09 | |
| 146 | 43 | 66 | 0 | 180 | 82.4 cm | 0.65 | 39% | 24% | 0:08 | |
| Team Total | 474 | 178 | 177 | 1 | 548 | 38.7 cm | 1.01 | 50% | 32% | 0:30 |
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.
| 7 |
| 4 |
| 2 |
| 4 kills |
| 10 | 2 | 3 kills |
| 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 3 | 6 kills | |||||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 2 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 | 12 | 10 | 2 | 4 | 7 | 0/- | 793 | 12 | 7 | 5 | 0 | 5 | 0 | 953 | |
| -🇬🇧 | Attacker | 15 | 3 | 6 | 1 | 3 | 0/- | 456 | 8 | 11 | 3 | 0 | 3 | 0 | 596 | |
| -🇬🇧 | Defender | 1 | 0 | 4 | 0 | 0 | 15/5 | 27 | 3 | 8 | 13 | 0 | 13 | 0 | 473 | |
| -🇬🇧 | Attacker | 13 | 0 | 1 | 0 | 15 | 0/- | 123 | 1 | 3 | 4 | 0 | 4 | 0 | 372 | |
| -🇵🇹 | Defender | 1 | 1 | 0 | 0 | 0 | 17/3 | 2 | 2 | 0 | 9 | 0 | 9 | 1 | 361 | |
| -- | Attacker | 9 | 0 | 0 | 0 | 6 | 0/- | 0 | 1 | 0 | 0 | 0 | 2 | 1 | 202 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 498 | 498Hz | 19 | 19 | 20 | 0 | Good connection | ||
| 25000 | - | - | 53 | 55 | 59 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 22 | 23 | 25 | 0 | Minor variation | ||
| 30000 | - | - | 50 | 51 | 52 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 17 | 19 | 21 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 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 2.28x. Your grabs and running were a real strength, with 12 grabs turning into 10 caps and 4 solos. 55% efficiency shows the fight selection was generally good. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.44x. You ran the flag well and gave your team end product: 3 caps and 1 solo from 15 grabs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.34x. As a defender, your standout work was stopping danger before it became a cap: 13 mid returns. You fought efficiently: 67-53 with a 1.26 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 | Defender | You played well and finished above your usual level at 1.23x. Your defensive timing was good: 9 mid returns and 1 clutch return cut off runs at important moments. I think survival was your main issue: 43-66 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Stable | Attacker | You were close to your usual level at 1.01x, with room to turn steady play into a bigger influence. 13 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Feeding | Attacker | This was a hard outing for you at 0.38x; treat it as a reset point, not a verdict on your ability. Your flag pressure was good with 9 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 33-60 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |