Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Jan 2026, 20:47
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 220 | 103 | 79 | 0 | 300 | - | 1.30 | 57% | 36% | 0:08 | |
| 145 | 54 | 95 | 0 | 168 | - | 0.57 | 36% | 32% | 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 |
|---|---|---|---|---|---|---|---|
| 18 | 3 | 2 | 1 | 5 kills | |||
| 17 | 5 | 1 | 3 | 5 kills | |||
| 15 | 3 | 2 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-Azure between Red and Blue Team, ending 1-9 in favour of Blue Team.
The opening breakthrough came at 0:28 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 9 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:27, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 1-9.
-cide- stood out as the main objective influence with 28 grabs, 7 captures, 10 returns, and an MVP score of 992. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 57 grabs, 34 pickups, 10 captures, 3 solos, 12 assists, 81 flag kills, 49 covers, 0 seals, 46 returns, 38 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 38% accuracy and 104 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 45 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 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.
| 126 |
| 52 |
| 106 |
| 0 |
| 277 |
| 58.3 cm |
| 0.49 |
| 33% |
| 23% |
| 0:06 |
| Team Total | 491 | 209 | 280 | 0 | 745 | 58.3 cm | 0.75 | 43% | 30% | 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 454 | 176 | 139 | 0 | 522 | 46.0 cm | 1.27 | 56% | 34% | 0:18 | |
| 247 | 104 | 70 | 0 | 295 | 13.5 cm | 1.49 | 60% | 38% | 0:09 | |
| Team Total | 701 | 280 | 209 | 0 | 817 | 29.7 cm | 1.34 | 57% | 35% | 0:28 |
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.
| 4 |
| 2 kills |
| 9 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 3 | 11 kills | ||||
| 6 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 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 | 28 | 7 | 8 | 2 | 16 | 0/- | 0 | 17 | 28 | 7 | 0 | 10 | 3 | 992 | |
| -🇬🇧 | Defender | 0 | 2 | 4 | 0 | 0 | 19/5 | 0 | 10 | 11 | 17 | 0 | 17 | 0 | 708 | |
| -🇮🇪 | Attacker | 12 | 1 | 0 | 1 | 21 | 0/- | 0 | 2 | 4 | 6 | 0 | 8 | 1 | 467 | |
| -🇬🇧 |
| Attacker |
| 12 |
| 0 |
| 0 |
| 0 |
| 14 |
| 0/- |
| 0 |
| 3 |
| 3 |
| 2 |
| 0 |
| 5 |
| 3 |
| 366 |
| -🇬🇧 | Attacker | 5 | 0 | 0 | 0 | 11 | 0/- | 0 | 2 | 3 | 6 | 0 | 6 | 1 | 326 |
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 | - | - | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 90 | 93 | 95 | 0 | Good connection | ||
| 30000 | - | - | 20 | 21 | 23 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 22 | 75 | 131 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 12 | 13 | 14 | 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 were one of the players who shaped this match, finishing at 2.87x. You carried real threat on attack, turning 28 grabs into 7 caps and 2 solos. You fought efficiently: 176-139 with a 1.27 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 | Defender | You made a clear difference in this match and finished well above your normal level at 1.58x. As a defender, your standout work was stopping danger before it became a cap: 17 mid returns. You fought efficiently: 104-70 with a 1.49 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. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.28x. Excellent flag running from you: 12 grabs became 1 cap and 1 solo. You fought efficiently: 103-79 with a 1.30 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.86x, but I think there are clear areas you can tighten next match. Your flag pressure was good with 12 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 54-95 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 52-106 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. |