Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Dec 2025, 19:23
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 290 | 116 | 86 | 0 | 270 | 20.3 cm | 1.35 | 57% | 43% | 0:07 | |
| 184 | 73 | 68 | 0 | 223 | 46.0 cm | 1.07 | 52% | 33% | 0:09 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 9 | 3 | 3 kills | |||||
| 20 | 6 | 2 | 1 | 5 kills | |||
| 13 | 3 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 2:01 when -cide- scored for Red Team. Red Team created more scoring chances, converting 4 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 6:19, with pho` finishing for Red Team. That score set the closing shape of the match at 4-1.
pho` stood out as the main objective influence with 0 grabs, 1 capture, 17 returns, and an MVP score of 638. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 61 grabs, 30 pickups, 5 captures, 1 solos, 2 assists, 85 flag kills, 37 covers, 0 seals, 54 returns, 50 mid returns, 4 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 116 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 24 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.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 118 |
| 44 |
| 69 |
| 0 |
| 212 |
| 58.3 cm |
| 0.64 |
| 39% |
| 21% |
| 0:09 |
| Team Total | 592 | 233 | 223 | 0 | 705 | 41.5 cm | 1.04 | 51% | 33% | 0:28 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 193 | 78 | 76 | 0 | 267 | 36.0 cm | 1.03 | 51% | 32% | 0:08 | |
| 161 | 69 | 76 | 0 | 258 | 46.0 cm | 0.91 | 48% | 28% | 0:08 | |
| 119 | 76 | 81 | 0 | 241 | - | 0.94 | 48% | 32% | 0:08 | |
| Team Total | 473 | 223 | 233 | 0 | 766 | 41.0 cm | 0.96 | 49% | 31% | 0:26 |
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.
| 11 |
| 1 |
| 3 kills |
| 8 | 2 kills |
| 4 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 27/11 | 52 | 3 | 11 | 16 | 0 | 17 | 0 | 638 | |
| -🇬🇧 | Attacker | 17 | 2 | 0 | 0 | 12 | 0/- | 174 | 7 | 11 | 9 | 0 | 9 | 0 | 495 | |
| -🇬🇧 | Attacker | 13 | 1 | 1 | 1 | 7 | 0/- | 174 | 4 | 2 | 4 | 0 | 4 | 1 | 380 | |
| -🇫🇷 | Attacker | 16 | 1 | 0 | 0 | 11 | 0/- | 74 | 6 | 3 | 4 | 0 | 7 | 3 | 371 | |
| -🇬🇧 | Defender | 2 | 0 | 1 | 0 | 0 | 22/1 | 26 | 4 | 3 | 11 | 0 | 11 | 0 | 370 | |
| -🇧🇪 | Attacker | 13 | 0 | 0 | 0 | 6 | 0/- | 0 | 6 | 7 | 6 | 0 | 6 | 0 | 232 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 30000 | - | - | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 25 | 26 | 27 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 16 | 17 | 19 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 30000 | - | - | 16 | 18 | 19 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | This was excellent work from you, with your match rating landing at 1.72x. Your defensive timing was good: 16 mid returns cut off runs at important moments. You fought efficiently: 116-86 with a 1.35 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.41x. You looked dangerous whenever you got the flag, and 17 grabs led to 2 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Defender | I think you can take confidence from this one; you played above expectation at 1.22x. As a defender, your standout work was stopping danger before it became a cap: 11 mid returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.14x. Very strong flag running: you made 16 grabs count with 1 cap. 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. | |
| Stable | Attacker | You played around your normal level at 0.98x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 1 cap and 1 solo from 13 grabs. I think survival was your main issue: 44-69 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. | |
| Struggling | Attacker | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. You kept looking for the flag with 13 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |