Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Jan 2026, 19:37
CTF-SmallMountain
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 465 | 141 | 139 | 0 | 349 | 20.3 cm | 1.01 | 50% | 40% | 0:04 | |
| 446 | 109 | 125 | 0 | 325 | - | 0.87 | 47% | 34% | 0:05 | |
| Team Total | 911 | 250 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 78 | ||
| 55 | ||
| 54 |
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 71 | ||
| 54 | ||
| 54 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 28 | 6 | 5 | 2 | 5 kills | |||
| 21 | 13 | 2 | 2 | 5 kills | |||
| 18 | 8 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-SmallMountain between Red and Blue Team, ending 15-25 in favour of Blue Team.
The opening breakthrough came at 0:39 when JugzZz scored for Red Team. Blue Team created more scoring chances, converting 25 of the 40 captures. Momentum changed hands 5 times as the scoreline developed. 26 captures were completed solo.
Blue 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 10:47, with JugzZz finishing for Red Team on a solo run. That score set the closing shape of the match at 15-25.
-cide- stood out as the main objective influence with 35 grabs, 15 captures, 36 returns, and an MVP score of 2245. -cide- anchored the recovery work with 36 total returns.
Objective ledger for the match: 143 grabs, 38 pickups, 40 captures, 19 solos, 14 assists, 140 flag kills, 71 covers, 0 seals, 101 returns, 101 mid returns, 0 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 42% accuracy and 156 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 51 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Aim complaint: -cide- hit 42% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
| 264 |
| 0 |
| 674 |
| 20.3 cm |
| 0.95 |
| 49% |
| 37% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 646 | 156 | 118 | 0 | 374 | 46.0 cm | 1.32 | 57% | 42% | 0:05 | |
| 462 | 108 | 132 | 0 | 303 | 13.5 cm | 0.82 | 45% | 36% | 0:04 | |
| Team Total | 1108 | 264 | 250 | 0 | 677 | 29.7 cm | 1.06 | 51% | 39% | 0:11 |
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.
| 16 |
| 4 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 2 | 5 kills | |||||
| 4 kills |
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 35 | 15 | 4 | 7 | 43 | 0/- | 1447 | 16 | 19 | 36 | 0 | 36 | 0 | 2245 | |
| -🇬🇧 | Attacker | 36 | 10 | 6 | 5 | 24 | 0/- | 1053 | 11 | 22 | 20 | 0 | 20 | 0 | 1742 | |
| -🇺🇸 | Attacker | 49 | 12 | 1 | 6 | 27 | 0/- | 1212 | 4 | 8 | 16 | 0 | 16 | 0 | 1725 | |
| -🇬🇧 | Attacker | 23 | 3 | 3 | 1 | 46 | 0/- | 288 | 7 | 22 | 29 | 0 | 29 | 0 | 1403 |
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 | 400 | 280Hz | 15 | 16 | 16 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 105 | 107 | 111 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 26 | 27 | 27 | 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 had a huge game and played well above your usual level at 2.67x. You looked dangerous whenever you got the flag, and 35 grabs led to 15 caps and 7 solos. You fought efficiently: 156-118 with a 1.32 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.00x. You looked dangerous whenever you got the flag, and 49 grabs led to 12 caps and 6 solos. 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 | Attacker | I think this was one of your stronger performances, coming in at 1.92x. Your grabs and running were a real strength, with 36 grabs turning into 10 caps and 5 solos. 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 | Attacker | You put together a top-level game here and finished at 1.63x. Your grabs and running were a real strength, with 23 grabs turning into 3 caps and 1 solo. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |