Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Jul 2026, 17:39
Liandri Docks
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 197 | 85 | 96 | 0 | 209 | 13.5 cm | 0.89 | 47% | 41% | 0:06 | |
| 188 | 60 | 79 | 0 | 186 | - | 0.76 | 43% | 32% | 0:08 | |
| Team Total | 385 | 145 | 175 | 0 | 395 | 13.5 cm | 0.83 | 45% | 37% | 0:15 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 3 | 3 | 1 | 1 | 5 kills | |||
| 8 | 3 | 2 | 1 | 5 kills | |||
| 17 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-LiandDrocks_v2 between Red and Blue Team, ending 6-20 in favour of Blue Team.
The opening breakthrough came at 0:14 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 20 of the 26 captures. The scoring pattern stayed relatively stable once the first lead was established. 20 captures were completed solo.
The final capture arrived at 10:42, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-20.
_-=Pr3dazZz=- stood out as the main objective influence with 18 grabs, 10 captures, 14 returns, and an MVP score of 1523. _-=Pr3dazZz=- made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 67 grabs, 15 pickups, 26 captures, 16 solos, 6 assists, 55 flag kills, 31 covers, 0 seals, 40 returns, 30 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 85 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 7 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 365 | 81 | 64 | 0 | 252 | 36.0 cm | 1.27 | 56% | 32% | 0:10 | |
| 359 | 94 | 81 | 0 | 249 | 46.0 cm | 1.16 | 54% | 38% | 0:08 | |
| Team Total | 724 | 175 | 145 | 0 | 501 | 41.0 cm | 1.21 | 55% | 35% | 0:18 |
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 |
| 4 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 3 | 7 kills | |||||
| 5 | 7 kills | |||||
| 2 | 5 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 | 18 | 10 | 1 | 5 | 15 | 0/- | 927 | 5 | 8 | 8 | 0 | 14 | 7 | 1523 | |
| -🇩🇪 | Attacker | 17 | 10 | 3 | 7 | 17 | 0/- | 1073 | 4 | 10 | 10 | 0 | 12 | 1 | 1456 | |
| -- | Attacker | 13 | 4 | 1 | 3 | 9 | 0/- | 373 | 3 | 7 | 5 | 0 | 7 | 1 | 628 | |
| -🇬🇧 | Attacker | 19 | 2 | 1 | 1 | 14 | 0/- | 227 | 3 | 6 | 7 | 0 | 7 | 1 | 589 |
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 | 16 | 17 | 18 | 0 | Good connection | ||
| 30000 | 300 | 0Hz | 25 | 27 | 30 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 22 | 23 | 24 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 18 | 18 | 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 | This was excellent work from you, with your match rating landing at 2.39x. Very strong flag running: you made 17 grabs count with 10 caps and 7 solos. 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.33x. You looked dangerous whenever you got the flag, and 18 grabs led to 10 caps and 5 solos. You fought efficiently: 81-64 with a 1.27 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.11x rating. You were dangerous with the flag: 13 grabs led to 4 caps and 3 solos. I think survival was your main issue: 60-79 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. | |
| Stable | Attacker | You were close to your usual level at 1.05x, with room to turn steady play into a bigger influence. Very strong flag running: you made 19 grabs count with 2 caps and 1 solo. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |