Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Jul 2026, 13:06
CTF-UH-Midl-1v1
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 497 | 108 | 99 | 0 | 304 | 36.0 cm | 1.09 | 52% | 40% | 0:06 | |
| 433 | 112 | 89 | 0 | 247 | 20.3 cm | 1.26 | 56% | 45% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 56 | ||
| 52 | ||
| 52 | ||
| 60 |
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 59 | ||
| 47 | ||
| 30 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 3 | 2 | 1 | 5 kills | |||
| 13 | 7 | 3 | 1 | 5 kills | |||
| 7 | 4 | 1 | 4 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-Midl-v1 between Red and Blue Team, ending 17-11 in favour of Red Team.
The opening breakthrough came at 0:29 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 17 of the 28 captures. The scoring pattern stayed relatively stable once the first lead was established. 19 captures were completed solo.
The final capture arrived at 10:48, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 17-11.
_-=Pr3dazZz=- stood out as the main objective influence with 28 grabs, 9 captures, 24 returns, and an MVP score of 1883. -cide- made the biggest clutch contribution, recording 10 close-save returns.
Objective ledger for the match: 111 grabs, 39 pickups, 28 captures, 16 solos, 9 assists, 121 flag kills, 33 covers, 0 seals, 82 returns, 54 mid returns, 28 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 112 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 45 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 10 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.
| Team Total |
| 930 |
| 220 |
| 188 |
| 0 |
| 551 |
| 28.1 cm |
| 1.17 |
| 54% |
| 42% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 442 | 111 | 108 | 0 | 272 | 46.0 cm | 1.03 | 51% | 42% | 0:06 | |
| 320 | 77 | 112 | 0 | 236 | 58.3 cm | 0.69 | 41% | 36% | 0:05 | |
| Team Total | 762 | 188 | 220 | 0 | 508 | 52.1 cm | 0.85 | 46% | 39% | 0:12 |
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 |
| 4 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 1 | 7 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 28 | 9 | 2 | 5 | 39 | 0/- | 835 | 7 | 5 | 15 | 0 | 24 | 9 | 1883 | |
| -🇬🇧 | Attacker | 30 | 8 | 3 | 5 | 24 | 0/- | 865 | 11 | 14 | 13 | 0 | 18 | 5 | 1709 | |
| -🇩🇪 | Attacker | 30 | 7 | 1 | 3 | 34 | 0/- | 662 | 15 | 6 | 12 | 0 | 20 | 10 | 1618 | |
| -🇬🇧 |
| Attacker |
| 23 |
| 4 |
| 3 |
| 3 |
| 24 |
| 0/- |
| 438 |
| 6 |
| 8 |
| 14 |
| 0 |
| 20 |
| 4 |
| 1088 |
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 | 498 | 498Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 21 | 21 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 22 | 24 | 0 | Minor variation | ||
| 30000 | - | - | 21 | 22 | 22 | 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 | You should be happy with this one; your performance was well above your usual level at 2.32x. You were dangerous with the flag: 28 grabs led to 9 caps and 5 solos. Aim was a real positive at 40% 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 2.06x. You looked dangerous whenever you got the flag, and 30 grabs led to 7 caps and 3 solos. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.99x. You were dangerous with the flag: 30 grabs led to 8 caps and 5 solos. You fought efficiently: 112-89 with a 1.26 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.51x. Very strong flag running: you made 23 grabs count with 4 caps and 3 solos. I think survival was your main issue: 77-112 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. |