Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Nov 2025, 19:54
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 249 | 90 | 95 | 0 | 345 | 36.0 cm | 0.95 | 49% | 26% | 0:06 | |
| 195 | 99 | 111 | 0 | 301 | 13.5 cm | 0.89 | 47% | 34% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 33 | 6 | 4 | 2 | 5 kills | |||
| 14 | 4 | 1 | 5 kills | ||||
| 14 | 7 | 1 | 4 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 5-7 in favour of Blue Team.
The opening breakthrough came at 0:41 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:50, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 5-7.
-cide- stood out as the main objective influence with 15 grabs, 5 captures, 27 returns, and an MVP score of 1223. -cide- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 79 grabs, 25 pickups, 12 captures, 2 solos, 12 assists, 92 flag kills, 50 covers, 0 seals, 67 returns, 59 mid returns, 8 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 34% accuracy and 102 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 5 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.
| 193 |
| 102 |
| 99 |
| 0 |
| 333 |
| - |
| 1.03 |
| 51% |
| 31% |
| 0:06 |
| Team Total | 637 | 291 | 305 | 0 | 979 | 24.7 cm | 0.95 | 49% | 30% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 524 | 203 | 201 | 0 | 610 | 46.0 cm | 1.01 | 50% | 34% | 0:13 | |
| 247 | 102 | 90 | 0 | 302 | - | 1.13 | 53% | 34% | 0:07 | |
| Team Total | 771 | 305 | 291 | 0 | 912 | 46.0 cm | 1.05 | 51% | 33% | 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.
| 12 |
| 6 |
| 2 |
| 4 kills |
| 13 | 4 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 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 | 15 | 5 | 3 | 1 | 38 | 0/- | 0 | 6 | 13 | 22 | 0 | 27 | 5 | 1223 | |
| -🇬🇧 | Attacker | 23 | 2 | 2 | 1 | 15 | 0/- | 0 | 2 | 16 | 9 | 0 | 9 | 0 | 637 | |
| -🇬🇧 | Defender | 1 | 3 | 1 | 0 | 0 | 17/5 | 0 | 5 | 6 | 13 | 0 | 15 | 2 | 630 | |
| -🇬🇧 |
| Attacker |
| 24 |
| 1 |
| 3 |
| 0 |
| 8 |
| 0/- |
| 0 |
| 5 |
| 6 |
| 5 |
| 0 |
| 6 |
| 1 |
| 446 |
| -🇬🇧 | Attacker | 16 | 1 | 3 | 0 | 14 | 0/- | 0 | 7 | 9 | 10 | 0 | 10 | 0 | 445 |
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 | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 10 | 10 | 12 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 94 | 96 | 99 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 16 | 22 | 28 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 2.86x rating shows it. Your attacking play was strong, especially because you turned 15 grabs into 5 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.45x. You carried real threat on attack, turning 23 grabs into 2 caps and 1 solo. 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. | |
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.38x. Your defensive timing was good: 13 mid returns and 2 clutch returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.14x. Your flag work was one of your best areas, with 24 grabs producing 1 cap. 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. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.11x. Very strong flag running: you made 16 grabs count with 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |