Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Jul 2025, 20:34
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 555 | 191 | 167 | 0 | 638 | 46.0 cm | 1.14 | 53% | 30% | 0:15 | |
| 344 | 99 | 92 | 0 | 278 | 58.3 cm | 1.08 | 52% | 36% | 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 |
|---|---|---|---|---|---|---|---|
| 31 | 8 | 2 | 1 | 5 kills | |||
| 15 | 2 | 1 | 4 kills | ||||
| 19 | 10 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 12-7 in favour of Red Team.
The opening breakthrough came at 0:22 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 12 of the 19 captures. Momentum changed hands 1 time as the scoreline developed. 13 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 10:10, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 12-7.
-cide- stood out as the main objective influence with 44 grabs, 10 captures, 17 returns, and an MVP score of 1263. _-=Pr3dazZz=- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 94 grabs, 43 pickups, 19 captures, 11 solos, 10 assists, 118 flag kills, 58 covers, 0 seals, 73 returns, 61 mid returns, 12 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 37% accuracy and 113 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 58 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 4 close-save returns, also known as deleting someone else's highlight clip.
| Team Total | 899 | 290 | 259 | 0 | 916 | 52.1 cm | 1.12 | 53% | 32% | 0:23 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 335 | 113 | 102 | 0 | 309 | 36.0 cm | 1.11 | 53% | 37% | 0:06 | |
| 267 | 91 | 95 | 0 | 295 | 13.5 cm | 0.96 | 49% | 32% | 0:06 | |
| 114 | 55 | 93 | 0 | 319 | 46.0 cm | 0.59 | 37% | 17% | 0:07 | |
| Team Total | 716 | 259 | 290 | 0 | 923 | 31.8 cm | 0.89 | 47% | 28% | 0:20 |
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.
| 9 |
| 5 |
| 2 |
| 4 kills |
| 8 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 7 kills | ||||
| 2 | 6 kills | |||||
| 2 | 5 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 | 44 | 10 | 6 | 6 | 29 | 0/- | 0 | 14 | 31 | 14 | 0 | 17 | 2 | 1263 | |
| -🇬🇧 | Defender | 0 | 2 | 2 | 0 | 0 | 34/9 | 0 | 9 | 7 | 24 | 0 | 25 | 2 | 976 | |
| -🇬🇧 | Defender | 3 | 0 | 1 | 0 | 0 | 36/8 | 0 | 4 | 7 | 18 | 0 | 22 | 4 | 864 | |
| -🇬🇧 | Attacker | 27 | 6 | 1 | 5 | 14 | 0/- | 0 | 10 | 4 | 3 | 0 | 6 | 2 | 628 | |
| -🇬🇧 | Attacker | 20 | 1 | 0 | 0 | 5 | 0/- | 0 | 6 | 9 | 2 | 0 | 3 | 2 | 320 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 3.19x. Your flag work was one of your best areas, with 44 grabs producing 10 caps and 6 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 1.84x. You helped keep the score under control with 24 mid returns and 2 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.55x. As a defender, your standout work was stopping danger before it became a cap: 18 mid returns and 4 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.39x. Your flag work was one of your best areas, with 27 grabs producing 6 caps and 5 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Feeding | Attacker | You had a rough game at 0.68x, so I think your goal should be to simplify and rebuild from safer plays. Your flag work was one of your best areas, with 20 grabs producing 1 cap. I think survival was your main issue: 55-93 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. |
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 | 15 | 23 | 31 | 0 | Bumpy connection | ||
| 35000 | - | - | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 17 | 19 | 21 | 0 | Sawtooth variation |