Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Feb 2026, 20:03
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 256 | 90 | 78 | 0 | 266 | - | 1.15 | 54% | 36% | 0:08 | |
| 184 | 77 | 96 | 0 | 253 | 13.5 cm | 0.80 | 45% | 32% | 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 |
|---|---|---|---|---|---|---|---|
| 11 | 2 | 1 | 5 kills | ||||
| 14 | 3 | 3 kills | |||||
| 12 | 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-Yard-V8a between Red and Blue Team, ending 3-0 in favour of Red Team.
The opening breakthrough came at 0:50 when -uh.Pr3DazZz scored for Red Team. Red Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 6:08, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 3-0.
-uh.Pr3DazZz stood out as the main objective influence with 1 grab, 1 capture, 20 returns, and an MVP score of 596. -uh.StarzZz`- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 53 grabs, 45 pickups, 3 captures, 1 solos, 3 assists, 94 flag kills, 34 covers, 0 seals, 48 returns, 40 mid returns, 8 clutch returns, and 2 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 36% accuracy and 90 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 17 flag touches and 1 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -cide- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 159 |
| 87 |
| 88 |
| 0 |
| 301 |
| 46.0 cm |
| 0.99 |
| 50% |
| 29% |
| 0:07 |
| Team Total | 599 | 254 | 262 | 0 | 820 | 29.7 cm | 0.97 | 49% | 32% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 251 | 94 | 77 | 0 | 285 | - | 1.22 | 55% | 34% | 0:08 | |
| 178 | 97 | 90 | 0 | 321 | 20.3 cm | 1.08 | 52% | 32% | 0:07 | |
| 115 | 71 | 87 | 0 | 302 | - | 0.82 | 45% | 26% | 0:07 | |
| Team Total | 544 | 262 | 254 | 0 | 908 | 20.3 cm | 1.03 | 51% | 31% | 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.
| 16 |
| 2 |
| 3 kills |
| 14 | 5 | 1 | 4 kills |
| 14 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 6 kills | |||||
| 2 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 1 | 1 | 0 | 0 | 0 | 31/13 | 37 | 6 | 1 | 20 | 0 | 20 | 0 | 596 | |
| -🇩🇪 | Defender | 1 | 0 | 0 | 0 | 0 | 26/2 | 0 | 2 | 4 | 10 | 0 | 13 | 3 | 515 | |
| -🇬🇧 | Attacker | 16 | 2 | 1 | 1 | 7 | 0/- | 143 | 14 | 11 | 2 | 0 | 5 | 3 | 466 | |
| -🇫🇷 | Attacker | 8 | 0 | 2 | 0 | 6 | 0/- | 120 | 9 | 14 | 2 | 1 | 2 | 0 | 305 | |
| -🇬🇧 | Attacker | 20 | 0 | 0 | 0 | 16 | 0/- | 0 | 5 | 1 | 3 | 0 | 3 | 1 | 252 | |
| -🇩🇪 | Attacker | 7 | 0 | 0 | 0 | 8 | 0/- | 0 | 9 | 3 | 3 | 1 | 5 | 1 | 187 |
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 | 360 | 240Hz | 16 | 18 | 21 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 18 | 18 | 19 | 0 | Good connection | ||
| 20000 | - | - | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 33 | 34 | 38 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 25 | 26 | 27 | 0 | Good connection | ||
| 20000 | - | - | 85 | 103 | 198 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You played a really good game here and your 1.98x rating shows it. As a defender, your standout work was stopping danger before it became a cap: 10 mid returns and 3 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.86x. You helped keep the score under control with 20 mid returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.27x. You looked dangerous whenever you got the flag, and 16 grabs led to 2 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. As an attacker, you kept pressure on the enemy base with 8 grabs; your next jump is converting more of those starts into completed runs. The support share was meaningful at 51%, which usually means the quiet team-work was helping the bigger plays happen. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. | |
| Stable | Attacker | I think you had a steady game at 0.96x; one or two stronger moments would lift it nicely. 20 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 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: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Struggling | Attacker | You dipped below your usual level at 0.77x, but I think there are clear areas you can tighten next match. Your flag pressure was good with 7 grabs, and working closer with your team would make those grabs more dangerous. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |