Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Apr 2026, 22:12
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 69 | 31 | 15 | 0 | 74 | 20.3 cm | 2.07 | 67% | 42% | 2:30 |
| dVp!FB | 46 | 24 | 23 | 0 | 72 | - | 1.04 | 51% | 38% | 1:38 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 4 | 2 | 1 | 5 kills | |||
| -uh.StarzZz`- | 5 | 1 | 1 | 4 kills | |||
| dVp! | 3 | 1 | 1 | 4 kills | |||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 1-2 in favour of Blue Team.
The opening breakthrough came at 0:26 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 2 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 2:34, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-2.
-cide- stood out as the main objective influence with 3 grabs, 1 capture, 2 returns, and an MVP score of 253. dVp! made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 15 grabs, 5 pickups, 3 captures, 1 solos, 3 assists, 17 flag kills, 9 covers, 0 seals, 11 returns, 10 mid returns, 1 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 44% accuracy and 29 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 5 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: dVp! produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 32 |
| 17 |
| 22 |
| 0 |
| 63 |
| 58.3 cm |
| 0.77 |
| 44% |
| 29% |
| 1:42 |
| Team Total | 147 | 72 | 60 | 0 | 209 | 39.3 cm | 1.20 | 55% | 36% | 5:52 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 66 | 29 | 21 | 0 | 80 | 13.5 cm | 1.38 | 58% | 44% | 1:47 |
| -cide- | 60 | 17 | 24 | 0 | 63 | 46.0 cm | 0.71 | 41% | 27% | 0:10 |
| PeRcH72 | 17 | 14 | 27 | 0 | 74 | 20.3 cm | 0.52 | 34% | 19% | 0:09 |
| Team Total | 143 | 60 | 72 | 0 | 217 | 26.6 cm | 0.83 | 45% | 30% | 2:09 |
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.
| 1 |
| 1 |
| 3 kills |
| PeRcH72 | 1 | 3 kills |
| Broken_Soul | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 4 | 6 kills | ||||
| -uh.StarzZz`- | 1 | 5 kills | ||||
| dVp! | 4 kills | |||||
| -cide- | 3 kills | |||||
| PeRcH72 | 3 kills | |||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Defender | 3 | 1 | 1 | 1 | 0 | 2/- | 198 | 2 | 2 | 2 | 0 | 2 | 0 | 253 |
| - | -uh.StarzZz`- | Defender | 0 | 1 | 0 | 0 | 0 | 6/5 | 2 | 2 | 2 | 4 | 0 | 4 | 0 | 162 |
| - | pho` | Defender | 0 | 1 | 0 | 0 | 0 | 6/5 | 1 | 1 | 1 | 4 | 0 | 4 | 0 | 123 |
| - | Broken_Soul | Defender | 3 | 0 | 1 | 0 | 0 | 0/- | 99 | 0 | 2 | 0 | 0 | 0 | 0 | 120 |
| - | dVp! | Attacker | 5 | 0 | 0 | 0 | 3 | 0/- | 0 | 0 | 2 | 0 | 0 | 1 | 1 | 97 |
| - | PeRcH72 | Attacker | 4 | 0 | 1 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 49 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 20000 | - | - | 21 | 21 | 21 | 0 | Good connection | |
| dVp! | 20000 | - | - | 28 | 29 | 32 | 0 | Bumpy connection | |
| pho` | 25000 | 400 | 280Hz | 20 | 20 | 20 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 15 | 15 | 0 | Good connection | |
| PeRcH72 | 25000 | 300 | 175Hz | 42 | 42 | 43 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 32 | 32 | 32 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Struggling | Defender | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. Your defensive timing was good: 2 mid returns cut off runs at important moments. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| -uh.StarzZz`- | Feeding | Defender | You had a tough match at 0.70x, well below your usual level, but I think it is fixable. Your defensive timing was good: 4 mid returns cut off runs at important moments. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| pho` | Feeding | Defender | This was a hard outing for you at 0.64x; treat it as a reset point, not a verdict on your ability. Your defensive timing was good: 4 mid returns cut off runs at important moments. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| dVp! | Feeding | Attacker | This was a hard outing for you at 0.57x; treat it as a reset point, not a verdict on your ability. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| Broken_Soul | Feeding | Defender | You had a rough game at 0.48x, so I think your goal should be to simplify and rebuild from safer plays. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. The support share was meaningful at 46%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| PeRcH72 | Feeding | Attacker | You had a tough match at 0.30x, well below your usual level, but I think it is fixable. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 34% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |