Unreal HeavenThe home of 2v2 and 3v3 iCTF23 Jun 2026, 16:53
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 347 | 121 | 95 | 0 | 298 | 20.3 cm | 1.27 | 56% | 42% | 0:06 | |
| 291 | 111 | 99 | 0 | 277 | 13.5 cm | 1.12 | 53% | 40% | 0:06 | |
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 | 5 kills | |||||
| 20 | 7 | 3 | 1 | 5 kills | |||
| 21 | 4 | 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-1on1-Midle-v2 between Red and Blue Team, ending 10-6 in favour of Red Team.
The opening breakthrough came at 1:21 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 10 of the 16 captures. The scoring pattern stayed relatively stable once the first lead was established. 10 captures were completed solo.
The final capture arrived at 10:16, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 10-6.
pho` stood out as the main objective influence with 2 grabs, 0 captures, 24 returns, and an MVP score of 986. Red0ne_- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 91 grabs, 33 pickups, 16 captures, 9 solos, 7 assists, 108 flag kills, 49 covers, 0 seals, 74 returns, 61 mid returns, 13 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 42% accuracy and 121 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.
Clutch desk: Red0ne_- produced 4 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 193 |
| 70 |
| 93 |
| 0 |
| 207 |
| - |
| 0.75 |
| 43% |
| 34% |
| 0:07 |
| Team Total | 831 | 302 | 287 | 0 | 782 | 16.9 cm | 1.05 | 51% | 39% | 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 292 | 95 | 106 | 0 | 317 | 36.0 cm | 0.90 | 47% | 31% | 0:06 | |
| 241 | 103 | 97 | 0 | 338 | - | 1.06 | 52% | 31% | 0:06 | |
| 214 | 89 | 99 | 0 | 256 | 58.3 cm | 0.90 | 47% | 37% | 0:06 | |
| Team Total | 747 | 287 | 302 | 0 | 911 | 47.1 cm | 0.95 | 49% | 33% | 0:20 |
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.
| 15 |
| 8 |
| 1 |
| 2 |
| 5 kills |
| 9 | 1 | 1 | 5 kills |
| 11 | 5 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 9 kills | |||||
| 5 | 8 kills | |||||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 2 | 0 | 1 | 0 | 0 | 33/13 | 157 | 1 | 11 | 22 | 0 | 24 | 2 | 986 | |
| -🇬🇧 | Attacker | 24 | 9 | 0 | 4 | 10 | 0/- | 488 | 13 | 8 | 2 | 0 | 5 | 3 | 855 | |
| -🇬🇧 | Defender | 1 | 0 | 1 | 0 | 0 | 27/3 | 86 | 7 | 13 | 18 | 0 | 20 | 2 | 738 | |
| -🇳🇱 | Attacker | 23 | 2 | 2 | 2 | 15 | 0/- | 263 | 1 | 1 | 6 | 0 | 9 | 4 | 718 | |
| -🇳🇱 | Attacker | 22 | 1 | 3 | 1 | 9 | 0/- | 356 | 4 | 12 | 7 | 0 | 8 | 1 | 712 | |
| -🇬🇧 | Attacker | 19 | 4 | 0 | 2 | 14 | 0/- | 251 | 7 | 4 | 6 | 0 | 8 | 1 | 609 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 14 | 16 | 17 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 15 | 16 | 16 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 24 | 0 | Good connection | ||
| 30000 | - | - | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 18 | 19 | 20 | 0 | Good connection | ||
| 30000 | - | - | 19 | 19 | 20 | 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 1.82x. As a defender, your standout work was stopping danger before it became a cap: 22 mid returns and 2 clutch returns. You fought efficiently: 121-95 with a 1.27 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.80x. You looked dangerous whenever you got the flag, and 24 grabs led to 9 caps and 4 solos. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.56x. As a defender, your standout work was stopping danger before it became a cap: 18 mid returns and 2 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Godlike | Attacker | You played a really good game here and your 1.56x rating shows it. Very strong flag running: you made 22 grabs count with 1 cap and 1 solo. I think survival was your main issue: 70-93 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.41x. You carried real threat on attack, turning 19 grabs into 4 caps and 2 solos. 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. | |
| Stable | Attacker | I think you had a steady game at 0.94x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 23 grabs led to 2 caps and 2 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |