Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Jul 2026, 22:01
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 255 | 117 | 83 | 0 | 279 | 20.3 cm | 1.41 | 58% | 42% | 0:07 | |
| 224 | 108 | 81 | 0 | 292 | - | 1.33 | 57% | 37% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 6 | 4 | 1 | 5 kills | |||
| 8 | 5 | 3 | 4 kills | ||||
| 15 | 7 | 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-Yard-V8a between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 3:19 when newut 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.
The final capture arrived at 5:21, with pho` finishing for Red Team. That score set the closing shape of the match at 4-0.
newut stood out as the main objective influence with 17 grabs, 1 capture, 8 returns, and an MVP score of 632. Broken_Soul made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 64 grabs, 25 pickups, 4 captures, 0 solos, 5 assists, 84 flag kills, 26 covers, 0 seals, 59 returns, 52 mid returns, 7 clutch returns, and 2 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 42% accuracy and 117 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.
Cherry watch: newut logged 1 cherry pick, 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.
| 64 |
| 21 |
| 85 |
| 0 |
| 134 |
| - |
| 0.25 |
| 20% |
| 16% |
| 0:07 |
| Team Total | 543 | 246 | 249 | 0 | 705 | 20.3 cm | 0.99 | 50% | 35% | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 256 | 85 | 87 | 0 | 277 | 58.3 cm | 0.98 | 49% | 32% | 0:07 | |
| 207 | 95 | 80 | 0 | 280 | 36.0 cm | 1.19 | 54% | 35% | 0:08 | |
| 88 | 69 | 79 | 0 | 269 | - | 0.87 | 47% | 26% | 0:08 | |
| Team Total | 551 | 249 | 246 | 0 | 826 | 47.1 cm | 1.01 | 50% | 31% | 0:24 |
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.
| 12 |
| 2 |
| 3 kills |
| 6 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 14 kills | |||||
| 3 | 6 kills | |||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 3 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 | 17 | 1 | 3 | 0 | 10 | 0/- | 333 | 9 | 11 | 7 | 1 | 8 | 1 | 632 | |
| -🇬🇧 | Defender | 2 | 2 | 0 | 0 | 0 | 20/2 | 29 | 3 | 4 | 16 | 0 | 17 | 0 | 538 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 26/10 | 0 | 1 | 2 | 16 | 0 | 19 | 3 | 538 | |
| -🇬🇧 | Attacker | 14 | 0 | 0 | 0 | 21 | 0/- | 0 | 4 | 5 | 8 | 0 | 10 | 2 | 326 | |
| -🇧🇪 | Attacker | 16 | 1 | 2 | 0 | 4 | 0/- | 38 | 7 | 1 | 3 | 0 | 3 | 1 | 242 | |
| -🇫🇷 | Attacker | 15 | 0 | 0 | 0 | 3 | 0/- | 0 | 1 | 3 | 2 | 1 | 2 | 0 | 141 |
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 | 0 | 240Hz | 91 | 93 | 96 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 24 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 29 | 33 | 37 | 0 | Rhythmic fluctuation | ||
| 30000 | 498 | 498Hz | 18 | 19 | 19 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 22 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 111 | 114 | 119 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You played a really good game here and your 1.76x rating shows it. You helped keep the score under control with 16 mid returns and 3 clutch returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.75x. Your grabs and running were a real strength, with 17 grabs turning into 1 cap. You fought efficiently: 108-81 with a 1.33 K/D, and I think you played your role in the team well. If you see the grab, go for it, but try to avoid gambling alone when your teammates are not in position. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 1.56x. As a defender, your standout work was stopping danger before it became a cap: 16 mid returns. You fought efficiently: 117-83 with a 1.41 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.32x. You created plenty of starts with 14 grabs; now try to turn more of them into pickups, covers, or caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | You played around your normal level at 1.04x, so your focus should be small improvements rather than a full reset. Very strong flag running: you made 16 grabs count with 1 cap. I think survival was your main issue: 21-85 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You were below your usual level at 0.80x, so cleaner decisions and timing will matter most for you. Your flag pressure was good with 15 grabs, and working closer with your team would make those grabs more dangerous. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |