Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Sept 2025, 19:36
The Fast And The Furious (StealthDP edition)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 297 | 154 | 106 | 0 | 472 | - | 1.45 | 59% | 35% | 0:09 | |
| 177 | 114 | 132 | 0 | 351 | 46.0 cm | 0.86 | 46% | 32% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 9 | 1 | 1 | 5 kills | |||
| 21 | 3 | 2 | 1 | 5 kills | |||
| 26 | 5 | 3 | 4 kills | ||||
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Generated from the match events and player statistics.
A hard-fought game of 4v4 Instagib CTF took place on CTF-Stealth between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 1:36 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 15:28, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 4-0.
ownage stood out as the main objective influence with 0 grabs, 1 capture, 19 returns, and an MVP score of 594. BoSS~VanZke made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 75 grabs, 25 pickups, 4 captures, 1 solos, 3 assists, 96 flag kills, 27 covers, 0 seals, 71 returns, 68 mid returns, 3 clutch returns, and 3 cherry picks.
BoSS~VanZke supplied the sharpest shooting numbers, finishing with 37% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 20 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: BoSS~VanZke logged 2 cherry picks, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 145 | 86 | 120 | 0 | 308 | 58.3 cm | 0.72 | 42% | 28% | 0:08 |
| 134 | 85 | 128 | 0 | 315 | 13.5 cm | 0.66 | 40% | 29% | 0:07 |
| Team Total | 753 | 439 | 486 | 0 | 1446 | 39.3 cm | 0.90 | 47% | 32% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 300 | 147 | 85 | 0 | 450 | - | 1.73 | 63% | 33% | 0:11 | |
| 219 | 139 | 109 | 0 | 373 | - | 1.28 | 56% | 37% | 0:09 | |
| 168 | 117 | 123 | 0 | 340 | 36.0 cm | 0.95 | 49% | 36% | 0:08 | |
| 117 | 83 | 122 | 0 | 387 | 46.0 cm | 0.68 | 40% | 22% | 0:08 | |
| Team Total | 804 | 486 | 439 | 0 | 1550 | 41.0 cm | 1.11 | 53% | 32% | 0:37 |
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.
| 10 |
| 2 |
| 1 |
| 1 |
| 5 kills |
| 18 | 1 | 1 | 4 kills |
| 17 | 1 | 1 | 4 kills |
| 9 | 2 | 1 | 4 kills |
| 8 | 1 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 2 | 11 kills | ||||
| 1 | 10 kills | |||||
| 5 | 1 | 10 kills | ||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇺🇸 | Defender | 0 | 1 | 0 | 0 | 0 | 23/4 | 1 | 3 | 4 | 19 | 0 | 19 | 0 | 594 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 27/9 | 0 | 1 | 0 | 20 | 0 | 20 | 0 | 579 | |
| -🇳🇱 | Attacker | 15 | 1 | 1 | 1 | 5 | 0/- | 181 | 5 | 4 | 4 | 0 | 4 | 0 | 422 | |
| -🇬🇧 | Attacker | 12 | 0 | 2 | 0 | 4 | 0/- | 198 | 6 | 2 | 3 | 0 | 3 | 0 | 379 | |
| -🇧🇪 | Attacker | 13 | 0 | 0 | 0 | 13 | 0/- | 0 | 0 | 7 | 5 | 2 | 6 | 2 | 333 | |
| -🇬🇧 | Attacker | 14 | 2 | 0 | 0 | 8 | 0/- | 21 | 5 | 3 | 7 | 1 | 8 | 1 | 316 | |
| -🇬🇧 | Attacker | 12 | 0 | 0 | 0 | 9 | 0/- | 0 | 3 | 4 | 6 | 0 | 7 | 0 | 284 | |
| -🇫🇷 | Attacker | 8 | 0 | 0 | 0 | 7 | 0/- | 0 | 2 | 3 | 4 | 0 | 4 | 0 | 210 |
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 | 13 | 15 | 18 | 0 | Rhythmic fluctuation | ||
| 35000 | - | - | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 109 | 115 | 131 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 25 | 27 | 29 | 0 | Bumpy connection | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | - | - | 34 | 37 | 42 | 0 | Variable ping | ||
| 30000 | 360 | 240Hz | 16 | 17 | 20 | 0 | Sawtooth variation | ||
| 30000 | 498 | 498Hz | 9 | 9 | 11 | 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 | I think this was one of your stronger performances, coming in at 1.95x. Your defensive timing was good: 20 mid returns cut off runs at important moments. You fought efficiently: 147-85 with a 1.73 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 | Defender | You put together a top-level game here and finished at 1.80x. Your defensive timing was good: 19 mid returns cut off runs at important moments. You fought efficiently: 154-106 with a 1.45 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 1.36x. 13 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You fought efficiently: 139-109 with a 1.28 K/D, and I think you played your role in the team well. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.27x. Your flag work was one of your best areas, with 15 grabs producing 1 cap and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 1.09x; one or two stronger moments would lift it nicely. You ran the flag well and gave your team end product: 2 caps from 14 grabs. I think survival was your main issue: 86-120 means you died too often before you could put enough pressure on the enemy or help your team objective. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. | |
| Stable | Attacker | You played around your normal level at 1.03x, so your focus should be small improvements rather than a full reset. 12 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Stable | Attacker | You played around your normal level at 0.91x, so your focus should be small improvements rather than a full reset. You created plenty of starts with 12 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 85-128 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. | |
| Feeding | Attacker | You had a rough game at 0.75x, so I think your goal should be to simplify and rebuild from safer plays. Your flag pressure was good with 8 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 83-122 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |