Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Mar 2026, 14:22
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 344 | 110 | 118 | 0 | 262 | 20.3 cm | 0.93 | 48% | 42% | 0:05 | |
| 233 | 109 | 106 | 0 | 395 | 13.5 cm | 1.03 | 51% | 37% | 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 |
|---|---|---|---|---|---|---|---|
| 48 | 10 | 4 | 2 | 5 kills | |||
| 13 | 5 | 1 | 4 kills | ||||
| 20 | 5 | 2 | 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-1on1-Midle-v2 between Red and Blue Team, ending 5-6 in favour of Blue Team.
The opening breakthrough came at 0:24 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 6 of the 11 captures. Momentum changed hands 2 times as the scoreline developed. 7 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 9:51, with -uh.Pr3DazZz finishing for Blue Team. That score set the closing shape of the match at 5-6.
-cide- stood out as the main objective influence with 45 grabs, 4 captures, 15 returns, and an MVP score of 1137. -cide- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 85 grabs, 24 pickups, 11 captures, 4 solos, 9 assists, 98 flag kills, 48 covers, 0 seals, 74 returns, 60 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 42% accuracy and 110 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 56 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.
| 161 |
| 66 |
| 112 |
| 0 |
| 254 |
| 58.3 cm |
| 0.59 |
| 37% |
| 26% |
| 0:05 |
| Team Total | 738 | 285 | 336 | 0 | 911 | 30.7 cm | 0.85 | 46% | 35% | 0:18 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 480 | 243 | 181 | 0 | 614 | 46.0 cm | 1.34 | 57% | 40% | 0:14 | |
| 261 | 93 | 104 | 0 | 303 | - | 0.89 | 47% | 32% | 0:06 | |
| Team Total | 741 | 336 | 285 | 0 | 917 | 46.0 cm | 1.18 | 54% | 37% | 0:21 |
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 |
| 7 |
| 2 |
| 4 kills |
| 10 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 7 kills | |||||
| 1 | 6 kills | |||||
| 3 | 5 kills | |||||
| 2 | 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 | 45 | 4 | 6 | 1 | 22 | 0/- | 0 | 11 | 19 | 10 | 0 | 15 | 5 | 1137 | |
| -🇬🇧 | Defender | 1 | 1 | 1 | 0 | 0 | 33/15 | 0 | 3 | 16 | 24 | 0 | 26 | 2 | 899 | |
| -🇬🇧 | Defender | 2 | 2 | 0 | 0 | 0 | 22/- | 0 | 2 | 4 | 15 | 0 | 18 | 3 | 745 | |
| -🇬🇧 | Attacker | 27 | 3 | 2 | 3 | 11 | 0/- | 0 | 3 | 2 | 3 | 0 | 5 | 2 | 563 | |
| -🇬🇧 | Attacker | 10 | 1 | 0 | 0 | 10 | 0/- | 0 | 5 | 7 | 8 | 0 | 10 | 2 | 433 |
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 | 17 | 17 | 18 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 20000 | - | - | 22 | 23 | 25 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 22 | 29 | 38 | 1 | Occasional lag spikes | ||
| 20000 | - | - | 11 | 11 | 12 | 0 | Good 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 2.73x rating shows it. You ran the flag well and gave your team end product: 4 caps and 1 solo from 45 grabs. You fought efficiently: 243-181 with a 1.34 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. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.67x. As a defender, your standout work was stopping danger before it became a cap: 24 mid returns and 2 clutch returns. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.38x. Your defensive timing was good: 15 mid returns and 3 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: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.27x. You were dangerous with the flag: 27 grabs led to 3 caps and 3 solos. 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 pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You were close to your usual level at 0.92x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 10 grabs leading to 1 cap. I think survival was your main issue: 66-112 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |