Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Aug 2026, 11:54
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Zo-^ | 160 | 119 | 80 | 0 | 383 | - | 1.49 | 60% | 31% | 0:08 |
| chroot@tossy3 | 104 | 84 | 90 | 1 | 338 | - | 0.93 | 48% | 25% | 0:07 |
| Team Total | 264 | 203 | 170 | 1 | 721 | - | 1.19 | 54% | 28% | 0:15 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Zo-^ | -cide- | 70 |
| Zo-^ | _-=Pr3dazZz=- | 49 |
| chroot@tossy3 | -cide- | 36 |
| chroot@tossy3 | _-=Pr3dazZz=- | 48 |
| Killer | Victim | |
|---|---|---|
| -cide- | Zo-^ | 47 |
| -cide- | chroot@tossy3 | 45 |
| _-=Pr3dazZz=- | Zo-^ | 33 |
| _-=Pr3dazZz=- | chroot@tossy3 | 45 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Zo-^ | 15 | 6 | 1 | 2 | 5 kills | ||
| _-=Pr3dazZz=- | 11 | 1 | 1 | 4 kills | |||
| chroot@tossy3 | 18 | 2 | 3 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 0-1 in favour of Blue Team.
The opening breakthrough came at 5:49 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
-cide- stood out as the main objective influence with 8 grabs, 1 capture, 3 returns, and an MVP score of 310. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 20 grabs, 3 pickups, 1 captures, 0 solos, 0 assists, 22 flag kills, 2 covers, 0 seals, 15 returns, 14 mid returns, 1 clutch returns, and 0 cherry picks.
Zo-^ supplied the sharpest shooting numbers, finishing with 31% accuracy and 119 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 10 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: Zo-^ finished with 59 lama score from 119 kills and 30 objective actions, which is the stats page politely asking what the plan was.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 138 | 92 | 106 | 3 | 363 | 46.0 cm | 0.87 | 46% | 25% | 0:06 |
| _-=Pr3dazZz=-FB | 90 | 78 | 97 | 5 | 345 | 36.0 cm | 0.80 | 43% | 23% | 0:06 |
| Team Total | 228 | 170 | 203 | 8 | 708 | 41.0 cm | 0.84 | 46% | 24% | 0:13 |
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.
| 15 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Zo-^ | 3 | 6 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| chroot@tossy3 | 2 | 5 kills | ||||
| -cide- | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 8 | 1 | 0 | 0 | 5 | 0/- | 100 | 2 | 1 | 2 | 0 | 3 | 1 | 310 |
| - | Zo-^ | Attacker | 6 | 0 | 0 | 0 | 10 | 0/- | 0 | 0 | 0 | 6 | 0 | 6 | 0 | 236 |
| - | _-=Pr3dazZz=- | Defender | 3 | 0 | 0 | 0 | 0 | 4/2 | 0 | 1 | 0 | 4 | 0 | 4 | 0 | 183 |
| - | chroot@tossy3 | Defender | 3 | 0 | 0 | 0 | 0 | 3/0 | 0 | 0 | 1 | 2 | 0 | 2 | 0 | 131 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 30000 | 300 | 0Hz | 25 | 26 | 29 | 0 | Bumpy connection | |
| Zo-^ | 25000 | 320 | 0Hz | 36 | 39 | 42 | 0 | Bumpy connection | |
| -cide- | 30000 | 360 | 240Hz | 21 | 23 | 24 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Zo-^ | Godlike | Attacker | You played a really good game here and your 1.37x rating shows it. Your flag pressure was good with 6 grabs, and working closer with your team would make those grabs more dangerous. You fought efficiently: 119-80 with a 1.49 K/D, and I think you played your role in the team well. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| -cide- | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.15x. Your attacking play was strong, especially because you turned 8 grabs into 1 cap. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| chroot@tossy3 | Struggling | Defender | You were below your usual level at 0.86x, so cleaner decisions and timing will matter most for you. As a defender, your standout work was stopping danger before it became a cap: 2 mid returns. The volume of fights was there, but 25% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| _-=Pr3dazZz=- | Feeding | Defender | This was a hard outing for you at 0.69x; treat it as a reset point, not a verdict on your ability. You helped keep the score under control with 4 mid returns. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |