Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Dec 2025, 21:18
CTF-Bolt_HE (s0urCe edit for UH)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 243 | 79 | 70 | 0 | 207 | - | 1.13 | 53% | 38% | 0:09 | |
| 228 | 95 | 63 | 0 | 223 | 20.3 cm | 1.51 | 60% | 43% | 0:10 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 11 | 2 | 3 kills | |||||
| 19 | 3 | 3 kills | |||||
| 13 | 2 | 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-Bolt_vS0urCe between Red and Blue Team, ending 3-2 in favour of Red Team.
The opening breakthrough came at 5:04 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 3 of the 5 captures. Momentum changed hands 1 time as the scoreline developed. 1 capture was completed solo.
Red 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 9:07, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 3-2.
-uh.StarzZz`- stood out as the main objective influence with 2 grabs, 2 captures, 15 returns, and an MVP score of 478. -uh.StarzZz`- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 63 grabs, 29 pickups, 5 captures, 1 solos, 4 assists, 86 flag kills, 25 covers, 21 seals, 56 returns, 0 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 43% accuracy and 95 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 25 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 4 close-save returns, also known as deleting someone else's highlight clip.
| 100 |
| 45 |
| 69 |
| 0 |
| 217 |
| 58.3 cm |
| 0.65 |
| 39% |
| 25% |
| 0:09 |
| Team Total | 571 | 219 | 202 | 0 | 647 | 39.3 cm | 1.08 | 52% | 35% | 0:28 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 270 | 82 | 72 | 0 | 224 | 13.5 cm | 1.14 | 53% | 38% | 0:09 | |
| 144 | 61 | 73 | 0 | 190 | 46.0 cm | 0.84 | 46% | 32% | 0:08 | |
| 135 | 59 | 74 | 0 | 250 | 36.0 cm | 0.80 | 44% | 30% | 0:08 | |
| Team Total | 549 | 202 | 219 | 0 | 664 | 31.8 cm | 0.92 | 48% | 33% | 0:27 |
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 |
| 2 |
| 3 kills |
| 8 | 2 kills |
| 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 1 | 6 kills | |||||
| 2 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills |
Red 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 2 | 2 | 0 | 0 | 0 | 23/5 | 93 | 4 | 4 | 0 | 0 | 15 | 4 | 478 | |
| -🇬🇧 | Attacker | 18 | 3 | 0 | 1 | 17 | 0/- | 252 | 5 | 3 | 0 | 0 | 11 | 1 | 477 | |
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 26/7 | 48 | 0 | 5 | 0 | 0 | 14 | 2 | 389 | |
| -🇬🇧 | Attacker | 20 | 0 | 1 | 0 | 8 | 0/- | 63 | 5 | 4 | 0 | 0 | 6 | 2 | 285 | |
| -🇬🇧 | Attacker | 10 | 0 | 1 | 0 | 6 | 0/- | 45 | 11 | 6 | 0 | 0 | 7 | 2 | 271 | |
| -🇬🇧 | Attacker | 11 | 0 | 2 | 0 | 6 | 0/- | 0 | 4 | 3 | 0 | 0 | 3 | 1 | 170 |
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 | - | - | 15 | 19 | 39 | 2 | Occasional lag spikes | ||
| 30000 | - | - | 19 | 21 | 23 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 29 | 30 | 31 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 13 | 15 | 0 | Sawtooth variation | ||
| 25000 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You put together a top-level game here and finished at 1.57x. You helped keep the score under control with 4 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.48x. Your defensive timing was good: 2 clutch returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | You played a really good game here and your 1.46x rating shows it. Your grabs and running were a real strength, with 18 grabs turning into 3 caps and 1 solo. You fought efficiently: 95-63 with a 1.51 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. | |
| Stable | Attacker | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. You created plenty of starts with 20 grabs; now try to turn more of them into pickups, covers, or caps. 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.90x, but I think there are clear areas you can tighten next match. Your flag pressure was good with 10 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 59-74 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.72x; treat it as a reset point, not a verdict on your ability. You were active on attack with 11 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 45-69 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. |