Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Mar 2026, 20:57
CTF-Bolt_HE (s0urCe edit for UH)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 326 | 88 | 74 | 0 | 264 | - | 1.19 | 54% | 33% | 0:08 | |
| 224 | 65 | 68 | 0 | 216 | 13.5 cm | 0.96 | 49% | 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 |
|---|---|---|---|---|---|---|---|
| 18 | 1 | 3 kills | |||||
| 12 | 4 | 3 kills | |||||
| 10 | 1 | 3 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-Bolt_vS0urCe between Red and Blue Team, ending 6-2 in favour of Red Team.
The opening breakthrough came at 2:14 when localhero scored for Red Team. Red Team created more scoring chances, converting 6 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 9:55, with tono finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-2.
-uh.StarzZz`- stood out as the main objective influence with 19 grabs, 3 captures, 6 returns, and an MVP score of 608. -uh.Pr3DazZz made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 67 grabs, 38 pickups, 8 captures, 5 solos, 3 assists, 96 flag kills, 38 covers, 27 seals, 57 returns, 0 mid returns, 15 clutch returns, and 1 cherry picks.
-uh.Pr3DazZz supplied the sharpest shooting numbers, finishing with 34% accuracy and 77 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.
Cherry watch: Broken_Soul logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 138 |
| 38 |
| 65 |
| 0 |
| 132 |
| 58.3 cm |
| 0.58 |
| 37% |
| 29% |
| 0:10 |
| Team Total | 688 | 191 | 207 | 0 | 612 | 35.9 cm | 0.92 | 48% | 32% | 0:29 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 237 | 77 | 67 | 0 | 247 | - | 1.15 | 53% | 34% | 0:09 | |
| 178 | 64 | 66 | 0 | 200 | 46.0 cm | 0.97 | 49% | 32% | 0:09 | |
| 167 | 66 | 58 | 0 | 284 | 19.6 cm | 1.14 | 53% | 24% | 0:11 | |
| Team Total | 582 | 207 | 191 | 0 | 731 | 32.8 cm | 1.08 | 52% | 30% | 0:31 |
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.
| 6 |
| 1 |
| 4 kills |
| 8 | 3 | 3 kills |
| 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 2 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 | 19 | 3 | 1 | 1 | 10 | 0/- | 328 | 9 | 13 | 0 | 0 | 6 | 2 | 608 | |
| -🇬🇧 | Defender | 2 | 1 | 0 | 0 | 0 | 31/8 | 2 | 2 | 10 | 0 | 0 | 22 | 3 | 492 | |
| -🇬🇧 | Attacker | 11 | 2 | 2 | 2 | 6 | 0/- | 270 | 12 | 4 | 0 | 1 | 4 | 2 | 443 | |
| -🇬🇧 | Attacker | 4 | 0 | 0 | 0 | 23 | 0/- | 0 | 2 | 2 | 0 | 0 | 8 | 5 | 381 | |
| -🇩🇪 | Attacker | 16 | 1 | 0 | 1 | 14 | 0/- | 100 | 8 | 4 | 0 | 0 | 11 | 1 | 336 | |
| -🇭🇷 | Attacker | 15 | 1 | 0 | 1 | 12 | 0/- | 100 | 5 | 5 | 0 | 0 | 6 | 2 | 335 |
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 | 238 | 238Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 24 | 0 | Good connection | ||
| 20000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 22 | 23 | 23 | 0 | Good connection | ||
| 20000 | - | - | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 71 | 91 | 127 | 2 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You were one of the players who shaped this match, finishing at 1.84x. As a defender, your standout work was stopping danger before it became a cap: 3 clutch returns. The support share was meaningful at 32%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.50x. Excellent flag running from you: 19 grabs became 3 caps and 1 solo. 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. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.28x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You did make some good returns, and those stops helped your team stay in the game. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.24x. Your grabs and running were a real strength, with 15 grabs turning into 1 cap and 1 solo. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.15x. You carried real threat on attack, turning 16 grabs into 1 cap and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.12x. Excellent flag running from you: 11 grabs became 2 caps and 2 solos. I think survival was your main issue: 38-65 means you died too often before you could put enough pressure on the enemy or help your team objective. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. |