Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 19:21
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 673 | 233 | 212 | 0 | 790 | 46.0 cm | 1.10 | 52% | 30% | 0:12 | |
| 233 | 84 | 120 | 0 | 318 | 82.4 cm | 0.70 | 41% | 26% | 0:05 | |
| Team Total | 906 | 317 | 332 | 0 | 1108 | 64.2 cm | 0.95 | 49% | 29% | 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 |
|---|---|---|---|---|---|---|---|
| 18 | 15 | 1 | 5 | 5 kills | |||
| 36 | 18 | 2 | 1 | 5 kills | |||
| 21 | 3 | 4 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-Denise between Red and Blue Team, ending 0-10 in favour of Blue Team.
The opening breakthrough came at 2:12 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 10 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:51, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-10.
-cide- stood out as the main objective influence with 36 grabs, 0 captures, 38 returns, and an MVP score of 1795. -cide- made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 103 grabs, 68 pickups, 10 captures, 3 solos, 3 assists, 161 flag kills, 80 covers, 0 seals, 93 returns, 60 mid returns, 33 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 162 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 63 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 13 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 462 | 162 | 107 | 0 | 382 | 13.5 cm | 1.51 | 60% | 42% | 0:06 | |
| 419 | 128 | 110 | 0 | 346 | 20.3 cm | 1.16 | 54% | 37% | 0:05 | |
| 190 | 42 | 100 | 0 | 266 | - | 0.42 | 30% | 17% | 0:06 | |
| Team Total | 1071 | 332 | 317 | 0 | 994 | 16.9 cm | 1.05 | 51% | 34% | 0:19 |
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.
| 16 |
| 1 |
| 1 |
| 4 kills |
| 6 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 8 kills | |||||
| 4 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 | 36 | 0 | 0 | 0 | 67 | 0/- | 0 | 27 | 20 | 24 | 0 | 38 | 13 | 1795 | |
| -🇬🇧 | Attacker | 18 | 3 | 0 | 2 | 33 | 0/- | 0 | 13 | 31 | 12 | 0 | 17 | 5 | 1179 | |
| -🇬🇧 | Attacker | 28 | 4 | 1 | 1 | 37 | 0/- | 0 | 11 | 9 | 15 | 0 | 22 | 7 | 1022 | |
| -🇵🇹 |
| Attacker |
| 8 |
| 0 |
| 0 |
| 0 |
| 15 |
| 0/- |
| 0 |
| 8 |
| 11 |
| 6 |
| 0 |
| 11 |
| 6 |
| 752 |
| -- | Attacker | 13 | 3 | 2 | 0 | 9 | 0/- | 0 | 9 | 9 | 3 | 0 | 5 | 2 | 504 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 38 | 38 | 39 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 24 | 60 | 105 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 20000 | - | - | 31 | 33 | 36 | 0 | Bumpy connection | ||
| 25000 | 400 | 280Hz | 14 | 15 | 16 | 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 | I think this was one of your stronger performances, coming in at 3.10x. 36 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 2.05x. Your grabs and running were a real strength, with 18 grabs turning into 3 caps and 2 solos. You fought efficiently: 162-107 with a 1.51 K/D, and I think you played your role in the team well. 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 were one of the players who shaped this match, finishing at 1.83x. You were dangerous with the flag: 28 grabs led to 4 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 had a huge game and played well above your usual level at 1.27x. You created plenty of starts with 8 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 84-120 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. | |
| Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. Your attacking runs had purpose, with 13 grabs leading to 3 caps. I think survival was your main issue: 42-100 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. |