Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jun 2026, 19:57
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 246 | 95 | 78 | 1 | 200 | - | 1.22 | 55% | 48% | 0:08 | |
| 164 | 81 | 79 | 3 | 262 | - | 1.03 | 50% | 36% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 5 | 2 | 4 kills | ||||
| 13 | 1 | 1 | 5 kills | ||||
| 21 | 4 | 2 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 3v2 Instagib CTF took place on CTF-UH-CommandArena between Red and Blue Team, ending 7-8 in favour of Blue Team.
The opening breakthrough came at 0:10 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 8 of the 15 captures. Momentum changed hands 4 times as the scoreline developed. 14 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 10:38, with saxon finishing for Red Team on a solo run. That score set the closing shape of the match at 7-8.
-cide- stood out as the main objective influence with 24 grabs, 5 captures, 26 returns, and an MVP score of 894. -cide- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 70 grabs, 20 pickups, 15 captures, 12 solos, 2 assists, 74 flag kills, 29 covers, 3 seals, 54 returns, 5 mid returns, 11 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 48% accuracy and 95 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 6 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 158 |
| 76 |
| 77 |
| 0 |
| 225 |
| 58.3 cm |
| 0.99 |
| 50% |
| 38% |
| 0:08 |
| Team Total | 568 | 252 | 234 | 4 | 687 | 58.3 cm | 1.08 | 52% | 40% | 0:25 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 439 | 157 | 158 | 7 | 467 | 46.0 cm | 0.99 | 50% | 36% | 0:16 | |
| 165 | 77 | 94 | 1 | 212 | - | 0.82 | 45% | 38% | 0:06 | |
| Team Total | 604 | 234 | 252 | 8 | 679 | 46.0 cm | 0.93 | 48% | 36% | 0:24 |
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.
| 8 |
| 6 |
| 3 kills |
| 7 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 2 | 6 kills | |||||
| 3 | 5 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 | 24 | 5 | 2 | 4 | 32 | 0/- | 0 | 5 | 9 | 2 | 0 | 26 | 6 | 894 | |
| -🇬🇧 | Attacker | 20 | 6 | 0 | 6 | 12 | 0/- | 0 | 4 | 4 | 2 | 0 | 8 | 1 | 469 | |
| -🇨🇱 | Attacker | 18 | 1 | 0 | 1 | 9 | 0/- | 0 | 1 | 7 | 1 | 0 | 4 | 2 | 339 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 13/3 | 0 | 3 | 2 | 0 | 0 | 10 | 2 | 318 | |
| -🇬🇧 | Attacker | 7 | 3 | 0 | 1 | 8 | 0/- | 0 | 7 | 7 | 0 | 0 | 6 | 0 | 311 |
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 | - | - | 16 | 17 | 17 | 0 | Good connection | ||
| 25000 | 480 | 0Hz | 203 | 204 | 206 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 9 | 10 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 22 | 36 | 52 | 0 | Variable ping | ||
| 30000 | 0 | 240Hz | 84 | 87 | 90 | 0 | Minor variation |
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 2.74x. You carried real threat on attack, turning 24 grabs into 5 caps and 4 solos. 7 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.69x. You were dangerous with the flag: 20 grabs led to 6 caps and 6 solos. Aim was a real positive at 48% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You played around your normal level at 1.01x, so your focus should be small improvements rather than a full reset. You carried real threat on attack, turning 7 grabs into 3 caps 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. | |
| Stable | Attacker | You played around your normal level at 0.96x, so your focus should be small improvements rather than a full reset. Your attacking play was strong, especially because you turned 18 grabs into 1 cap and 1 solo. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Defender | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. Your defensive timing was good: 2 clutch returns cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |