Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Jan 2026, 20:45
CTF-Bolt_HE (s0urCe edit for UH)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 469 | 142 | 114 | 0 | 416 | 46.0 cm | 1.25 | 55% | 35% | 0:23 | |
| 291 | 94 | 49 | 0 | 237 | - | 1.92 | 66% | 40% | 0:13 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 3 | 2 | 4 kills | ||||
| 14 | 5 | 1 | 4 kills | ||||
| 8 | 1 | 1 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-UH-Bolt_vS0urCe between Red and Blue Team, ending 12-3 in favour of Red Team.
The opening breakthrough came at 0:27 when dupthegodless scored for Blue Team. Red Team created more scoring chances, converting 12 of the 15 captures. Momentum changed hands 1 time as the scoreline developed. 12 captures were completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:52, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 12-3.
-cide- stood out as the main objective influence with 38 grabs, 10 captures, 5 returns, and an MVP score of 893. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 71 grabs, 20 pickups, 15 captures, 6 solos, 8 assists, 76 flag kills, 40 covers, 19 seals, 55 returns, 0 mid returns, 8 clutch returns, and 0 cherry picks.
-uh.PreDaToR- supplied the sharpest shooting numbers, finishing with 40% accuracy and 94 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 49 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 close-save returns, also known as deleting someone else's highlight clip.
| 760 |
| 236 |
| 163 |
| 0 |
| 653 |
| 46.0 cm |
| 1.45 |
| 59% |
| 37% |
| 0:36 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 231 | 54 | 88 | 0 | 229 | 58.3 cm | 0.61 | 38% | 27% | 0:07 | |
| 169 | 70 | 73 | 0 | 268 | - | 0.96 | 49% | 28% | 0:08 | |
| 107 | 39 | 75 | 0 | 221 | - | 0.52 | 34% | 19% | 0:08 | |
| Team Total | 507 | 163 | 236 | 0 | 718 | 58.3 cm | 0.69 | 41% | 25% | 0:25 |
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.
| 5 |
| 1 |
| 3 kills |
| 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 13 kills | |||||
| 6 | 8 kills | |||||
| 1 | 8 kills | |||||
| 2 | 5 kills | |||||
| 4 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 38 | 10 | 7 | 5 | 8 | 0/- | 0 | 11 | 23 | 0 | 0 | 5 | 3 | 893 | |
| -🇧🇪 | Defender | 2 | 2 | 0 | 0 | 0 | 27/11 | 0 | 2 | 11 | 0 | 0 | 22 | 2 | 592 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 24/2 | 0 | 1 | 4 | 0 | 0 | 16 | 0 | 366 | |
| -🇨🇦 |
| Attacker |
| 22 |
| 2 |
| 1 |
| 1 |
| 10 |
| 0/- |
| 0 |
| 6 |
| 1 |
| 0 |
| 0 |
| 6 |
| 1 |
| 296 |
| -🇨🇱 | Attacker | 9 | 0 | 0 | 0 | 7 | 0/- | 0 | 0 | 1 | 0 | 0 | 6 | 2 | 232 |
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 | 360 | 240Hz | 16 | 25 | 35 | 1 | Occasional lag spikes | ||
| 30000 | - | - | 29 | 33 | 35 | 0 | Sawtooth variation | ||
| 30000 | - | - | 18 | 19 | 20 | 0 | Good connection | ||
| 30000 | 999 | 0Hz | 91 | 92 | 93 | 0 | Good connection | ||
| 30000 | - | - | 222 | 224 | 236 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.97x. Excellent flag running from you: 38 grabs became 10 caps and 5 solos. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.72x. Your defensive timing was good: 2 clutch returns cut off runs at important moments. You fought efficiently: 94-49 with a 1.92 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Dominating | Defender | You gave your team more than expected here and finished at 1.15x. As a defender, you were busy around the flag with 24 defensive flag kills and 16 returns. I think survival was your main issue: 54-88 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Stable | Attacker | I think you had a steady game at 0.98x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 22 grabs. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You dipped below your usual level at 0.76x, but I think there are clear areas you can tighten next match. Your flag pressure was good with 9 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 39-75 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |