Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Oct 2025, 19:04
Mesmerize
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| (FT)Swat | 228 | 96 | 62 | 0 | 331 | - | 1.55 | 61% | 29% | 0:19 |
| =oZ`Mac= | 195 | 107 | 62 | 1 | 322 | - | 1.73 | 63% | 34% | 0:19 |
| sF*$pirit | 106 | 67 | 91 | 0 | 227 | - | 0.74 | 42% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 17 | 3 | 3 kills | ||||
| <{xan}>Joschde | 16 | 2 | 1 | 4 kills | |||
| (FT)Swat | 12 | 5 | 3 kills | ||||
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Generated from the match events and player statistics.
A tight game of 6v5 Instagib CTF took place on CTF-Mesmerize-S6 between Red and Blue Team, ending 2-3 in favour of Blue Team.
The opening breakthrough came at 2:00 when gzm scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 17:02, with -cide- finishing for Blue Team. That score set the closing shape of the match at 2-3.
(FT)Swat stood out as the main objective influence with 0 grabs, 0 captures, 21 returns, and an MVP score of 353. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 68 grabs, 17 pickups, 5 captures, 2 solos, 3 assists, 79 flag kills, 24 covers, 14 seals, 63 returns, 1 mid returns, 2 clutch returns, and 2 cherry picks.
<{xan}>Joschde supplied the sharpest shooting numbers, finishing with 41% accuracy and 107 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 19 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: gzm logged 2 cherry picks, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 30% |
| 0:13 |
| Hodor | 77 | 64 | 95 | 1 | 205 | - | 0.67 | 40% | 35% | 0:12 |
| fro"Zele'k* | 72 | 60 | 100 | 0 | 232 | - | 0.60 | 38% | 26% | 0:12 |
| Snake | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0:31 |
| Team Total | 678 | 394 | 411 | 2 | 1317 | - | 0.96 | 49% | 31% | 1:47 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| <{xan}>Joschde | 163 | 107 | 65 | 1 | 263 | - | 1.65 | 62% | 41% | 0:18 |
| JugzZz | 159 | 76 | 50 | 0 | 224 | - | 1.52 | 60% | 34% | 0:49 |
| newut | 121 | 90 | 96 | 0 | 264 | - | 0.94 | 48% | 34% | 0:12 |
| gzmFB | 106 | 64 | 88 | 1 | 224 | - | 0.73 | 42% | 31% | 1:10 |
| -cide- | 98 | 74 | 95 | 2 | 217 | 46.0 cm | 0.78 | 43% | 34% | 0:12 |
| Team Total | 647 | 411 | 394 | 4 | 1192 | 46.0 cm | 1.04 | 51% | 35% | 2:44 |
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.
| 8 |
| 1 |
| 3 kills |
| newut | 4 | 5 | 3 kills |
| gzm | 6 | 1 | 3 kills |
| -cide- | 8 | 2 kills |
| fro"Zele'k* | 8 | 2 | 3 kills |
| sF*$pirit | 13 | 2 kills |
| Hodor | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| =oZ`Mac= | 4 | 1 | 12 kills | |||
| <{xan}>Joschde | 3 | 1 | 11 kills | |||
| (FT)Swat | 3 | 7 kills | ||||
| JugzZz | 4 | 7 kills | ||||
| newut | 1 | 6 kills | ||||
| gzm | 1 | 5 kills | ||||
| -cide- | 1 | 5 kills | ||||
| fro"Zele'k* | 4 kills | |||||
| sF*$pirit | 3 kills | |||||
| Hodor | 3 kills |
Final Equinox gain: Match Score plus flag-run, objective, defensive baseline, shared team, and personal penalty adjustments.
| Rank | Player | Role | Grabs | Caps | Assists | Solos | Flag Kills | Def FK/BNS | Flag Run | Pickups | Covers | Mid Returns | Cherries | Returns | CLUTCH | MVP Score |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | (FT)Swat | Defender | 0 | 0 | 0 | 0 | 0 | 23/15 | 0 | 0 | 5 | 0 | 0 | 21 | 0 | 353 |
| - | =oZ`Mac= | Defender | 0 | 0 | 0 | 0 | 0 | 19/8 | 0 | 0 | 2 | 1 | 0 | 16 | 0 | 298 |
| - | JugzZz | Defender | 0 | 0 | 0 | 0 | 0 | 16/4 | 0 | 1 | 0 | 0 | 0 | 15 | 1 | 268 |
| - | newut | Attacker | 7 | 0 | 1 | 0 | 2 | 0/- | 0 | 3 | 5 | 0 | 0 | 1 | 0 | 176 |
| - | -cide- | Attacker | 17 | 1 | 0 | 0 | 1 | 0/- | 0 | 2 | 2 | 0 | 0 | 1 | 1 | 167 |
| - | <{xan}>Joschde | Defender | 0 | 0 | 0 | 0 | 0 | 10/- | 0 | 1 | 1 | 0 | 0 | 5 | 0 | 167 |
| - | sF*$pirit | Attacker | 7 | 1 | 1 | 1 | 2 | 0/- | 0 | 1 | 4 | 0 | 0 | 1 | 0 | 141 |
| - | gzm | Attacker | 19 | 2 | 1 | 1 | 3 | 0/- | 0 | 1 | 0 | 0 | 2 | 1 | 0 | 137 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| sF*$pirit | 30000 | - | - | 43 | 47 | 116 | 1 | Occasional lag spikes | |
| (FT)Swat | 30000 | - | - | 47 | 50 | 119 | 1 | Occasional lag spikes | |
| Hodor | 30000 | - | - | 45 | 48 | 52 | 0 | Sawtooth variation | |
| fro"Zele'k* | 30000 | - | - | 31 | 33 | 34 | 0 | Minor variation | |
| =oZ`Mac= | 30000 | - | - | 39 | 40 | 40 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 25 | 29 | 115 | 1 | Occasional lag spikes | |
| newut | 30000 | 0 | 240Hz | 92 | 94 | 102 | 0 | Minor variation | |
| <{xan}>Joschde | 30000 | - | - | 28 | 33 | 192 | 1 | Occasional lag spikes | |
| gzm | 30000 | - | - | 17 | 20 | 35 | 1 | Occasional lag spikes | |
| JugzZz | 25000 | 9999 | 360Hz | 96 | 99 | 100 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| (FT)Swat | Godlike | Defender | This was excellent work from you, with your match rating landing at 1.33x. As a defender, you were busy around the flag with 23 defensive flag kills and 21 returns. You fought efficiently: 96-62 with a 1.55 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| JugzZz | Godlike | Defender | You put together a top-level game here and finished at 1.30x. As a defender, your standout work was stopping danger before it became a cap: 1 clutch return. You fought efficiently: 76-50 with a 1.52 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| =oZ`Mac= | Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.30x. As a defender, your standout work was stopping danger before it became a cap: 1 mid return. You fought efficiently: 107-62 with a 1.73 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| sF*$pirit | Dominating | Attacker | You played well and finished above your usual level at 1.23x. Your flag work was one of your best areas, with 7 grabs producing 1 cap and 1 solo. I think survival was your main issue: 67-91 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| gzm | Stable | Attacker | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. You were dangerous with the flag: 19 grabs led to 2 caps and 1 solo. I think survival was your main issue: 64-88 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. |
| Hodor | Stable | Attacker | You were close to your usual level at 0.91x, with room to turn steady play into a bigger influence. 8 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 64-95 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| <{xan}>Joschde | Struggling | Defender | You were below your usual level at 0.88x, so cleaner decisions and timing will matter most for you. As a defender, you were busy around the flag with 10 defensive flag kills and 5 returns. You fought efficiently: 107-65 with a 1.65 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| newut | Struggling | Attacker | You dipped below your usual level at 0.88x, 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. The support share was meaningful at 47%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| -cide- | Struggling | Attacker | You dipped below your usual level at 0.83x, but I think there are clear areas you can tighten next match. You ran the flag well and gave your team end product: 1 cap from 17 grabs. I think survival was your main issue: 74-95 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| fro"Zele'k* | Feeding | Attacker | You had a tough match at 0.68x, well below your usual level, but I think it is fixable. Very strong flag running: you made 10 grabs count with 1 cap. I think survival was your main issue: 60-100 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. |
| Snake | Feeding | Defender | This was a hard outing for you at 0.02x; treat it as a reset point, not a verdict on your ability. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. 0% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |