Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Feb 2026, 19:37
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 271 | 118 | 87 | 0 | 334 | 13.5 cm | 1.36 | 58% | 43% | 0:07 | |
| 199 | 102 | 102 | 0 | 283 | - | 1.00 | 50% | 36% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 9 | 10 | 4 | 1 | 5 kills | |||
| 34 | 9 | 5 | 1 | 5 kills | |||
| 14 | 7 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 5-2 in favour of Red Team.
The opening breakthrough came at 1:53 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 5 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 4 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 10:28, with -cide- finishing for Red Team. That score set the closing shape of the match at 5-2.
-cide- stood out as the main objective influence with 20 grabs, 1 capture, 35 returns, and an MVP score of 1261. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 79 grabs, 24 pickups, 7 captures, 4 solos, 4 assists, 96 flag kills, 27 covers, 0 seals, 72 returns, 65 mid returns, 7 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 118 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 22 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 152 |
| 87 |
| 105 |
| 0 |
| 279 |
| 46.0 cm |
| 0.83 |
| 45% |
| 31% |
| 0:06 |
| Team Total | 622 | 307 | 294 | 0 | 896 | 29.7 cm | 1.04 | 51% | 37% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 516 | 215 | 196 | 1 | 686 | 46.0 cm | 1.10 | 52% | 34% | 0:13 | |
| 158 | 79 | 111 | 0 | 263 | 58.3 cm | 0.71 | 42% | 34% | 0:05 | |
| Team Total | 674 | 294 | 307 | 1 | 949 | 52.1 cm | 0.96 | 49% | 34% | 0:20 |
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.
| 13 |
| 6 |
| 3 kills |
| 16 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 1 | 13 kills | ||||
| 6 | 7 kills | |||||
| 2 | 6 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 | 1 | 0 | 1 | 47 | 0/- | 0 | 2 | 11 | 31 | 0 | 35 | 3 | 1261 | |
| -🇬🇧 | Defender | 0 | 0 | 3 | 0 | 0 | 22/6 | 0 | 3 | 5 | 18 | 0 | 18 | 1 | 689 | |
| -🇬🇧 | Attacker | 13 | 1 | 0 | 1 | 8 | 0/- | 0 | 8 | 6 | 5 | 0 | 6 | 2 | 488 | |
| -🇧🇪 |
| Attacker |
| 19 |
| 3 |
| 0 |
| 2 |
| 10 |
| 0/- |
| 0 |
| 4 |
| 3 |
| 6 |
| 0 |
| 8 |
| 1 |
| 456 |
| -🇬🇧 | Attacker | 27 | 2 | 1 | 0 | 9 | 0/- | 0 | 7 | 2 | 5 | 0 | 5 | 0 | 367 |
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 | 9 | 10 | 12 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 28 | 29 | 30 | 0 | Good connection | ||
| 30000 | - | - | 29 | 34 | 37 | 0 | Sawtooth variation | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 16 | 30 | 43 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.93x. You looked dangerous whenever you got the flag, and 20 grabs led to 1 cap and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.49x. As a defender, your standout work was stopping danger before it became a cap: 18 mid returns and 1 clutch return. You fought efficiently: 118-87 with a 1.36 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.26x. You were dangerous with the flag: 19 grabs led to 3 caps and 2 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. | |
| Stable | Attacker | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. Very strong flag running: you made 13 grabs count with 1 cap and 1 solo. I think survival was your main issue: 79-111 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. | |
| Stable | Attacker | You were close to your usual level at 0.98x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 2 caps from 27 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |