Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Nov 2025, 21:45
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 316 | 154 | 54 | 0 | 319 | - | 2.85 | 74% | 49% | 0:12 | |
| 158 | 67 | 76 | 0 | 246 | 36.0 cm | 0.88 | 47% | 27% | 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 |
|---|---|---|---|---|---|---|---|
| 20 | 12 | 3 | 4 | 5 kills | |||
| 16 | 2 | 4 | 4 kills | ||||
| 13 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 5-2 in favour of Red Team.
The opening breakthrough came at 1:50 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 5 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:47, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 5-2.
-cide- stood out as the main objective influence with 21 grabs, 2 captures, 17 returns, and an MVP score of 823. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 58 grabs, 37 pickups, 7 captures, 2 solos, 6 assists, 88 flag kills, 48 covers, 0 seals, 49 returns, 44 mid returns, 5 clutch returns, and 0 cherry picks.
-MaDTeTa.PrT- supplied the sharpest shooting numbers, finishing with 49% accuracy and 154 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 35 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.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 140 | 52 | 87 | 0 | 205 | 13.5 cm | 0.60 | 37% | 26% | 0:07 |
| Team Total | 614 | 273 | 217 | 0 | 770 | 24.7 cm | 1.26 | 56% | 36% | 0:29 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 346 | 139 | 181 | 0 | 429 | 46.0 cm | 0.77 | 43% | 34% | 0:14 | |
| 201 | 78 | 92 | 0 | 280 | - | 0.85 | 46% | 28% | 0:07 | |
| Team Total | 547 | 217 | 273 | 0 | 709 | 46.0 cm | 0.79 | 44% | 31% | 0:22 |
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.
| 8 |
| 1 |
| 4 kills |
| 5 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 4 | 12 kills | ||||
| 1 | 7 kills | |||||
| 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇳🇱 | Attacker | 21 | 2 | 2 | 0 | 28 | 0/- | 0 | 14 | 6 | 14 | 0 | 17 | 3 | 823 | |
| -🇵🇹 | Defender | 0 | 1 | 0 | 0 | 0 | 23/4 | 0 | 1 | 21 | 9 | 0 | 11 | 1 | 644 | |
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 25/7 | 0 | 0 | 4 | 12 | 0 | 12 | 0 | 546 | |
| -🇬🇧 | Attacker | 22 | 2 | 2 | 1 | 6 | 0/- | 0 | 11 | 9 | 5 | 0 | 5 | 1 | 383 | |
| -🇬🇧 | Attacker | 13 | 2 | 2 | 1 | 6 | 0/- | 0 | 11 | 8 | 4 | 0 | 4 | 0 | 357 |
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 | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | - | - | 46 | 48 | 50 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 9 | 9 | 10 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 27 | 43 | 2 | Occasional lag spikes | ||
| 30000 | 0 | 240Hz | 87 | 90 | 92 | 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 | I think this was one of your stronger performances, coming in at 2.10x. You looked dangerous whenever you got the flag, and 21 grabs led to 2 caps. I think survival was your main issue: 139-181 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. | |
| Godlike | Defender | I think this was one of your stronger performances, coming in at 1.57x. Your defensive timing was good: 9 mid returns and 1 clutch return cut off runs at important moments. You fought efficiently: 154-54 with a 2.85 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. | |
| Dominating | Defender | I think this was a good step up from your normal game, with a 1.20x rating. Your defensive timing was good: 12 mid returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Stable | Attacker | I think you had a steady game at 1.03x; one or two stronger moments would lift it nicely. Your attacking runs had purpose, with 13 grabs leading to 2 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You were close to your usual level at 0.98x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 22 grabs. I think survival was your main issue: 52-87 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. |