Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Oct 2025, 23:37
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 237 | 91 | 73 | 0 | 270 | - | 1.25 | 55% | 34% | 0:09 | |
| 224 | 98 | 80 | 2 | 244 | - | 1.23 | 54% | 40% | 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 |
|---|---|---|---|---|---|---|---|
| 15 | 3 | 2 | 1 | 5 kills | |||
| 14 | 7 | 3 kills | |||||
| 16 | 4 | 3 kills | |||||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-UH-CommandArena between Red and Blue Team, ending 6-7 in favour of Blue Team.
The opening breakthrough came at 0:44 when newut scored for Red Team. Blue Team created more scoring chances, converting 7 of the 13 captures. Momentum changed hands 3 times as the scoreline developed. 8 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 10:47, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 6-7.
-uh.StarzZz`- stood out as the main objective influence with 26 grabs, 6 captures, 7 returns, and an MVP score of 692. pho` made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 85 grabs, 27 pickups, 13 captures, 5 solos, 5 assists, 99 flag kills, 26 covers, 3 seals, 72 returns, 6 mid returns, 12 clutch returns, and 2 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 101 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 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.
| 176 |
| 76 |
| 81 |
| 0 |
| 214 |
| 58.3 cm |
| 0.94 |
| 48% |
| 38% |
| 0:08 |
| Team Total | 637 | 265 | 234 | 2 | 728 | 58.3 cm | 1.13 | 53% | 37% | 0:25 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 280 | 101 | 91 | 0 | 231 | 20.3 cm | 1.11 | 53% | 44% | 0:07 | |
| 182 | 62 | 84 | 1 | 220 | 13.5 cm | 0.74 | 42% | 28% | 0:07 | |
| 154 | 71 | 90 | 2 | 189 | 46.0 cm | 0.79 | 44% | 38% | 0:07 | |
| Team Total | 616 | 234 | 265 | 3 | 640 | 26.6 cm | 0.88 | 47% | 37% | 0:22 |
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.
| 3 |
| 2 |
| 1 |
| 4 kills |
| 13 | 2 | 3 kills |
| 12 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 2 | 11 kills | ||||
| 3 | 8 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 4 kills |
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 26 | 6 | 1 | 3 | 6 | 0/- | 478 | 7 | 2 | 3 | 1 | 7 | 2 | 692 | |
| -🇬🇧 | Attacker | 4 | 0 | 0 | 0 | 30 | 0/- | 0 | 0 | 0 | 0 | 0 | 21 | 6 | 518 | |
| -🇺🇸 | Attacker | 18 | 4 | 0 | 1 | 15 | 0/- | 342 | 7 | 9 | 0 | 0 | 10 | 0 | 514 | |
| -🇬🇧 |
| Attacker |
| 19 |
| 2 |
| 1 |
| 1 |
| 9 |
| 0/- |
| 258 |
| 2 |
| 7 |
| 0 |
| 0 |
| 7 |
| 2 |
| 465 |
| -🇬🇧 | Defender | 3 | 0 | 1 | 0 | 0 | 29/8 | 0 | 3 | 2 | 3 | 0 | 21 | 1 | 396 |
| -🇩🇪 | Attacker | 15 | 1 | 2 | 0 | 10 | 0/- | 222 | 8 | 6 | 0 | 1 | 6 | 1 | 361 |
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 | - | - | 13 | 15 | 23 | 0 | Sawtooth variation | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 96 | 97 | 98 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 22 | 24 | 25 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 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 should be happy with this one; your performance was well above your usual level at 1.50x. Your grabs and running were a real strength, with 26 grabs turning into 6 caps and 3 solos. I think survival was your main issue: 62-84 means you died too often before you could put enough pressure on the enemy or help your team objective. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.47x. You looked dangerous whenever you got the flag, and 18 grabs led to 4 caps and 1 solo. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You played a really good game here and your 1.46x rating shows it. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Godlike | Defender | You played a really good game here and your 1.38x rating shows it. Your defensive timing was good: 3 mid returns and 1 clutch return cut off runs at important moments. 55% efficiency shows the fight selection was generally good. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | You played a really good game here and your 1.30x rating shows it. Your attacking runs had purpose, with 19 grabs leading to 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | I think you had a steady game at 1.04x; one or two stronger moments would lift it nicely. Excellent flag running from you: 15 grabs became 1 cap. I think survival was your main issue: 71-90 means you died too often before you could put enough pressure on the enemy or help your team objective. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |