Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Aug 2026, 23:34
Cassius Temple
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 186 | 71 | 67 | 0 | 138 | 20.3 cm | 1.06 | 51% | 51% | 0:09 |
| ds | 181 | 101 | 56 | 0 | 231 | - | 1.80 | 64% | 46% | 0:11 |
| PeRcH72 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ds | 11 | 5 | 2 | 2 | 5 kills | ||
| pho` | 5 | 2 | 3 kills | ||||
| tono | 13 | 4 | 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-UH-Temple-V3 between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 3:31 when ds scored for Red Team. Red Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 8:23, with PeRcH72 finishing for Red Team on a solo run. That score set the closing shape of the match at 4-0.
ds stood out as the main objective influence with 14 grabs, 3 captures, 7 returns, and an MVP score of 392. pho` anchored the recovery work with 19 total returns.
Objective ledger for the match: 59 grabs, 7 pickups, 4 captures, 4 solos, 0 assists, 62 flag kills, 14 covers, 2 seals, 55 returns, 11 mid returns, 0 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 51% accuracy and 71 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Aim complaint: pho` hit 51% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 88 |
| 51 |
| 65 |
| 0 |
| 193 |
| 20.3 cm |
| 0.78 |
| 44% |
| 26% |
| 0:10 |
| Team Total | 455 | 223 | 188 | 0 | 562 | 20.3 cm | 1.19 | 54% | 41% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 124 | 54 | 82 | 0 | 211 | 36.0 cm | 0.66 | 40% | 28% | 0:08 |
| Broken_Soul | 121 | 68 | 74 | 0 | 194 | 58.3 cm | 0.92 | 48% | 40% | 0:08 |
| tono | 77 | 66 | 67 | 0 | 240 | 19.6 cm | 0.99 | 50% | 28% | 0:09 |
| Team Total | 322 | 188 | 223 | 0 | 645 | 38.0 cm | 0.84 | 46% | 32% | 0:27 |
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.
| 3 |
| 2 kills |
| Broken_Soul | 9 | 1 | 3 kills |
| PeRcH72 | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ds | 5 | 9 kills | ||||
| pho` | 3 | 6 kills | ||||
| tono | 2 | 5 kills | ||||
| _-=Pr3dazZz=- | 4 kills | |||||
| Broken_Soul | 3 kills | |||||
| PeRcH72 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | ds | Attacker | 14 | 3 | 0 | 3 | 9 | 0/- | 217 | 2 | 5 | 0 | 0 | 7 | 0 | 392 |
| - | pho` | Defender | 0 | 0 | 0 | 0 | 0 | 21/11 | 25 | 0 | 2 | 4 | 0 | 19 | 0 | 318 |
| - | PeRcH72 | Attacker | 16 | 1 | 0 | 1 | 3 | 0/- | 158 | 1 | 5 | 1 | 0 | 3 | 0 | 260 |
| - | Broken_Soul | Attacker | 15 | 0 | 0 | 0 | 11 | 0/- | 0 | 0 | 0 | 5 | 0 | 10 | 0 | 176 |
| - | _-=Pr3dazZz=- | Defender | 0 | 0 | 0 | 0 | 0 | 15/- | 0 | 0 | 0 | 1 | 0 | 13 | 0 | 161 |
| - | tono | Attacker | 14 | 0 | 0 | 0 | 3 | 0/- | 0 | 4 | 2 | 0 | 0 | 3 | 0 | 87 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| ds | 30000 | - | - | 9 | 10 | 10 | 0 | Good connection | |
| PeRcH72 | 30000 | - | - | 17 | 17 | 18 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 19 | 20 | 21 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 14 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 21 | 22 | 23 | 0 | Good connection | |
| tono | 25000 | 250 | 144Hz | 74 | 77 | 84 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ds | Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.46x. Your attacking runs had purpose, with 14 grabs leading to 3 caps and 3 solos. You fought efficiently: 101-56 with a 1.80 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| pho` | Dominating | Defender | You gave your team a strong contribution and finished at 1.21x. Your defensive timing was good: 4 mid returns cut off runs at important moments. Aim was a real positive at 51% accuracy, so keep taking fights where that strength matters. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Broken_Soul | Stable | Attacker | You played around your normal level at 1.01x, so your focus should be small improvements rather than a full reset. As an attacker, you kept pressure on the enemy base with 15 grabs; your next jump is converting more of those starts into completed runs. You did make some good returns, and those stops helped your team stay in the game. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| PeRcH72 | Stable | Attacker | You were close to your usual level at 1.00x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 16 grabs. I think survival was your main issue: 51-65 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| _-=Pr3dazZz=- | Struggling | Defender | You had a quieter game than normal at 0.81x; I think the useful part is that your improvement target is visible. Your defensive timing was good: 1 mid return cut off runs at important moments. I think survival was your main issue: 54-82 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
| tono | Feeding | Attacker | You had a rough game at 0.72x, so I think your goal should be to simplify and rebuild from safer plays. You were active on attack with 14 grabs; I think your next step is turning more of those into safe runs. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |