Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Nov 2025, 20:59
The Last Command - Clan League Edition
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| newut | 238 | 99 | 54 | 0 | 262 | - | 1.83 | 65% | 38% | 0:18 |
| -uh.StarzZz`- | 159 | 68 | 70 | 0 | 192 | 13.5 cm | 0.97 | 49% | 40% | 0:14 |
| pho` | 151 | 64 | 58 | 0 | 175 | 20.3 cm | 1.10 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| newut | 11 | 3 | 3 kills | ||||
| (FT)Swat | 14 | 2 kills | |||||
| -uh.StarzZz`- | 8 | 2 kills | |||||
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Generated from the match events and player statistics.
A hard-fought game of 5v3 Instagib CTF took place on CTF-Command-S6 between Red and Blue Team, ending 12-0 in favour of Red Team.
The opening breakthrough came at 1:58 when -cide- scored for Red Team. Red Team created more scoring chances, converting 12 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 15:39, with -cide- finishing for Red Team. That score set the closing shape of the match at 12-0.
-cide- stood out as the main objective influence with 20 grabs, 0 captures, 11 returns, and an MVP score of 456. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 77 grabs, 20 pickups, 12 captures, 6 solos, 9 assists, 85 flag kills, 33 covers, 4 seals, 65 returns, 18 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 68 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 52% |
| 37% |
| 0:17 |
| PeRcH72 | 148 | 62 | 64 | 0 | 227 | 20.3 cm | 0.97 | 49% | 29% | 0:15 |
| -cide-FB | 129 | 75 | 68 | 0 | 204 | 46.0 cm | 1.10 | 52% | 37% | 0:14 |
| Team Total | 825 | 368 | 314 | 0 | 1060 | 25.0 cm | 1.17 | 54% | 36% | 1:19 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 257 | 159 | 218 | 3 | 682 | 46.0 cm | 0.73 | 42% | 31% | 0:42 |
| (FT)Swat | 202 | 89 | 57 | 4 | 283 | - | 1.56 | 59% | 31% | 0:17 |
| fro"Zele'k* | 77 | 66 | 93 | 0 | 265 | - | 0.71 | 42% | 27% | 0:10 |
| Team Total | 536 | 314 | 368 | 7 | 1230 | 46.0 cm | 0.85 | 46% | 26% | 1:10 |
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.
| 14 |
| 3 |
| 1 |
| 5 kills |
| pho` | 9 | 2 kills |
| PeRcH72 | 4 | 2 kills |
| -cide- | 9 | 1 | 3 kills |
| fro"Zele'k* | 9 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| newut | 4 | 1 | 13 kills | |||
| (FT)Swat | 6 | 8 kills | ||||
| -uh.StarzZz`- | 1 | 8 kills | ||||
| -cide- | 2 | 7 kills | ||||
| pho` | 1 | 6 kills | ||||
| PeRcH72 | 2 | 6 kills | ||||
| -cide- | 2 | 5 kills | ||||
| fro"Zele'k* | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 20 | 0 | 0 | 0 | 19 | 0/- | 0 | 3 | 4 | 4 | 0 | 11 | 1 | 456 |
| - | newut | Defender | 0 | 1 | 1 | 0 | 0 | 22/11 | 0 | 2 | 7 | 3 | 0 | 19 | 0 | 428 |
| - | (FT)Swat | Defender | 1 | 0 | 0 | 0 | 0 | 23/9 | 0 | 0 | 2 | 4 | 0 | 16 | 1 | 392 |
| - | pho` | Defender | 0 | 0 | 0 | 0 | 0 | 14/- | 0 | 0 | 5 | 3 | 0 | 13 | 1 | 313 |
| - | -uh.StarzZz`- | Attacker | 14 | 1 | 5 | 1 | 4 | 0/- | 0 | 3 | 7 | 2 | 0 | 4 | 1 | 309 |
| - | PeRcH72 | Attacker | 12 | 7 | 1 | 4 | 0 | 0/- | 0 | 5 | 3 | 0 | 0 | 0 | 0 | 274 |
| - | -cide- | Attacker | 14 | 3 | 2 | 1 | 1 | 0/- | 0 | 6 | 4 | 1 | 0 | 1 | 0 | 245 |
| - | fro"Zele'k* | Attacker | 16 | 0 | 0 | 0 | 2 | 0/- | 0 | 1 | 1 | 1 | 0 | 1 | 0 | 157 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 13 | 14 | 16 | 0 | Minor variation | |
| newut | 30000 | 0 | 240Hz | 85 | 87 | 89 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 14 | 15 | 17 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 23 | 24 | 27 | 0 | Bumpy connection | |
| PeRcH72 | 25000 | 300 | 175Hz | 19 | 20 | 22 | 0 | Minor variation | |
| (FT)Swat | 30000 | - | - | 43 | 44 | 46 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 36 | 46 | 57 | 1 | Occasional lag spikes | |
| fro"Zele'k* | 30000 | - | - | 31 | 33 | 35 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | You had a huge game and played well above your usual level at 1.61x. 20 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| newut | Godlike | Defender | Well played, this was a fantastic performance at 1.57x. You helped keep the score under control with 3 mid returns. You fought efficiently: 99-54 with a 1.83 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. |
| PeRcH72 | Godlike | Attacker | Great game, this was a really strong performance from you at 1.40x. Excellent flag running from you: 12 grabs became 7 caps and 4 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| -uh.StarzZz`- | Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.18x. Your attacking runs had purpose, with 14 grabs leading to 1 cap and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| (FT)Swat | Stable | Defender | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. Your defensive timing was good: 4 mid returns and 1 clutch return cut off runs at important moments. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| -cide- | Stable | Attacker | I think you had a steady game at 1.05x; one or two stronger moments would lift it nicely. Your flag work was one of your best areas, with 14 grabs producing 3 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| pho` | Stable | Defender | You played around your normal level at 0.92x, so your focus should be small improvements rather than a full reset. You helped keep the score under control with 3 mid returns and 1 clutch return. 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. |
| fro"Zele'k* | Feeding | Attacker | This was a hard outing for you at 0.61x; treat it as a reset point, not a verdict on your ability. 16 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: 66-93 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |