Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Jul 2026, 01:20
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| saxon | 293 | 161 | 79 | 0 | 307 | - | 2.04 | 67% | 53% | 0:19 |
| Stealth | 115 | 55 | 84 | 0 | 232 | 82.4 cm | 0.65 | 40% | 24% | 0:18 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 26 | 10 | 5 | 2 | 5 kills | ||
| _-=Pr3dazZz=- | 10 | 1 | 3 kills | ||||
| pho` | 13 | 4 | 1 | 2 | 5 kills | ||
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Generated from the match events and player statistics.
A decisive game of 4v4 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 4:31 when Stealth 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.
The final capture arrived at 10:49, with saxon finishing for Red Team. That score set the closing shape of the match at 4-1.
saxon stood out as the main objective influence with 0 grabs, 2 captures, 13 returns, and an MVP score of 550. _-=Pr3dazZz=- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 45 grabs, 14 pickups, 5 captures, 0 solos, 7 assists, 54 flag kills, 27 covers, 0 seals, 40 returns, 38 mid returns, 2 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 53% accuracy and 161 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Lama watch: pho` finished with 14 lama score from 100 kills and 43 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 75 |
| 47 |
| 38 |
| 1 |
| 129 |
| - |
| 1.24 |
| 55% |
| 36% |
| 0:08 |
| {Black_Mage}`FB | 13 | 10 | 48 | 0 | 68 | - | 0.21 | 17% | 15% | 0:07 |
| Team Total | 496 | 273 | 249 | 1 | 736 | 82.4 cm | 1.10 | 52% | 37% | 0:53 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 207 | 76 | 74 | 0 | 267 | 36.0 cm | 1.03 | 51% | 29% | 0:20 |
| pho` | 150 | 100 | 101 | 0 | 264 | 20.3 cm | 0.99 | 50% | 38% | 0:14 |
| NO_Limits | 105 | 73 | 97 | 0 | 259 | - | 0.75 | 43% | 29% | 0:15 |
| JugzZz | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 1:32 |
| Team Total | 462 | 249 | 273 | 0 | 790 | 28.1 cm | 0.91 | 48% | 32% | 2:23 |
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 |
| 3 |
| 1 |
| 4 kills |
| JugzZz | 6 | 2 | 1 | 4 kills |
| Stealth | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 6 | 1 | 18 kills | |||
| _-=Pr3dazZz=- | 3 | 9 kills | ||||
| pho` | 1 | 6 kills | ||||
| NO_Limits | 1 | 6 kills | ||||
| JugzZz | 1 | 5 kills | ||||
| Stealth | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | saxon | Defender | 0 | 2 | 1 | 0 | 0 | 19/13 | 51 | 3 | 11 | 13 | 0 | 13 | 0 | 550 |
| - | _-=Pr3dazZz=- | Defender | 1 | 1 | 0 | 0 | 0 | 20/15 | 35 | 1 | 2 | 15 | 0 | 16 | 1 | 482 |
| - | Stealth | Attacker | 18 | 1 | 3 | 0 | 1 | 0/- | 304 | 5 | 0 | 4 | 0 | 4 | 0 | 410 |
| - | pho` | Attacker | 11 | 0 | 1 | 0 | 10 | 0/- | 65 | 1 | 0 | 3 | 0 | 4 | 1 | 294 |
| - | NO_Limits | Attacker | 6 | 0 | 0 | 0 | 4 | 0/- | 0 | 1 | 4 | 3 | 0 | 3 | 0 | 170 |
| - | JugzZz | Defender | 2 | 1 | 1 | 0 | 0 | 0/- | 45 | 2 | 9 | 0 | 0 | 0 | 0 | 156 |
| - | {Black_Mage}` | Attacker | 7 | 0 | 1 | 0 | 0 | 0/- | 0 | 1 | 1 | 0 | 0 | 0 | 0 | 72 |
| - | JugzZz | Defender | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 39 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| saxon | 30000 | - | - | 10 | 10 | 10 | 0 | Good connection | |
| {Black_Mage}` | 25000 | 0 | 0Hz | 27 | 30 | 33 | 0 | Variable ping | |
| Stealth | 30000 | - | - | 44 | 90 | 1035 | 1 | Occasional lag spikes | |
| JugzZz | 25000 | 9999 | 360Hz | 91 | 92 | 93 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 21 | 21 | 22 | 0 | Good connection | |
| NO_Limits | 30000 | - | - | 22 | 24 | 28 | 0 | Rhythmic fluctuation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 2.38x. You helped keep the score under control with 13 mid returns. You fought efficiently: 161-79 with a 2.04 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. |
| _-=Pr3dazZz=- | Godlike | Defender | You played a really good game here and your 1.66x rating shows it. Your defensive timing was good: 15 mid returns and 1 clutch return cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| Stealth | Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.50x. Very strong flag running: you made 18 grabs count with 1 cap. I think survival was your main issue: 55-84 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. |
| NO_Limits | Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.34x. You were active on attack with 6 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 73-97 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. |
| pho` | Stable | Attacker | You were close to your usual level at 1.05x, with room to turn steady play into a bigger influence. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| JugzZz | Feeding | Defender | You had a rough game at 0.72x, so I think your goal should be to simplify and rebuild from safer plays. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. The support share was meaningful at 52%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
| {Black_Mage}` | Feeding | Attacker | You had a tough match at 0.38x, well below your usual level, but I think it is fixable. You created plenty of starts with 7 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 10-48 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. |
| JugzZz | Feeding | Defender | You had a rough game at 0.04x, so I think your goal should be to simplify and rebuild from safer plays. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. 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. |