Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Dec 2025, 17:22
CTF-Hatos
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 314 | 100 | 84 | 0 | 269 | 13.5 cm | 1.19 | 54% | 37% | 0:07 | |
| 269 | 92 | 72 | 0 | 280 | 46.0 cm | 1.28 | 56% | 33% | 0:09 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 42 | ||
| 58 | ||
| 43 | ||
| 49 |
| Killer | Victim | |
|---|---|---|
| 40 | ||
| 45 | ||
| 44 | ||
| 27 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 5 | 1 | 4 kills | ||||
| 17 | 1 | 3 | 1 | 5 kills | |||
| 8 | 3 | 2 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-Hatos between Red and Blue Team, ending 12-3 in favour of Red Team.
The opening breakthrough came at 0:52 when -cide- scored for Red Team. Red Team created more scoring chances, converting 12 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:11, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 12-3.
-cide- stood out as the main objective influence with 23 grabs, 8 captures, 8 returns, and an MVP score of 1110. Broken_Soul made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 63 grabs, 25 pickups, 15 captures, 10 solos, 3 assists, 72 flag kills, 20 covers, 0 seals, 47 returns, 32 mid returns, 15 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 100 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 32 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 7 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 583 |
| 192 |
| 156 |
| 0 |
| 549 |
| 29.7 cm |
| 1.23 |
| 55% |
| 35% |
| 0:17 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 275 | 85 | 85 | 0 | 262 | - | 1.00 | 50% | 32% | 0:07 | |
| 219 | 71 | 107 | 0 | 212 | - | 0.66 | 40% | 33% | 0:06 | |
| Team Total | 494 | 156 | 192 | 0 | 474 | - | 0.81 | 45% | 33% | 0:14 |
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 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 10 kills | ||||
| 4 | 9 kills | |||||
| 2 | 7 kills | |||||
| 2 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 23 | 8 | 1 | 4 | 13 | 0/- | 735 | 9 | 3 | 8 | 0 | 8 | 0 | 1110 | |
| -🇬🇧 | Attacker | 16 | 4 | 2 | 3 | 18 | 0/- | 465 | 5 | 14 | 9 | 0 | 12 | 3 | 1053 | |
| -🇬🇧 | Attacker | 11 | 2 | 0 | 2 | 24 | 0/- | 200 | 9 | 2 | 7 | 0 | 14 | 5 | 827 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 1 |
| 0 |
| 1 |
| 17 |
| 0/- |
| 100 |
| 2 |
| 1 |
| 8 |
| 0 |
| 13 |
| 7 |
| 612 |
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 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 90 | 108 | 115 | 0 | Sawtooth variation | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 30000 | - | - | 14 | 16 | 23 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.89x. Excellent flag running from you: 23 grabs became 8 caps and 4 solos. You fought efficiently: 92-72 with a 1.28 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.84x. Your grabs and running were a real strength, with 16 grabs turning into 4 caps and 3 solos. 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 | You were one of the players who shaped this match, finishing at 1.56x. You ran the flag well and gave your team end product: 2 caps and 2 solos from 11 grabs. You did make some good returns, and those stops helped your team stay in the game. 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 this was a good step up from your normal game, with a 1.23x rating. You were dangerous with the flag: 13 grabs led to 1 cap and 1 solo. I think survival was your main issue: 71-107 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. |