Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Oct 2025, 22:18
CTF-Bolt_HE (s0urCe edit for UH)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 240 | 91 | 54 | 0 | 234 | - | 1.69 | 63% | 39% | 0:12 | |
| 224 | 63 | 56 | 1 | 228 | - | 1.13 | 52% | 28% | 0:11 | |
| 207 | 64 | 51 | 0 | 229 | 36.0 cm | 1.25 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 3 | 3 kills | |||||
| 9 | 2 kills | ||||||
| 10 | 4 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-Bolt_vS0urCe between Red and Blue Team, ending 8-6 in favour of Red Team.
The opening breakthrough came at 0:15 when dupthegodless scored for Red Team. Red Team created more scoring chances, converting 8 of the 14 captures. Momentum changed hands 2 times as the scoreline developed. 9 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 10:27, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-6.
dupthegodless stood out as the main objective influence with 20 grabs, 5 captures, 11 returns, and an MVP score of 692. newut made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 74 grabs, 25 pickups, 14 captures, 4 solos, 5 assists, 85 flag kills, 34 covers, 16 seals, 58 returns, 0 mid returns, 9 clutch returns, and 5 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 39% accuracy and 88 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 25 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: Lilia logged 4 cherry picks, so the orchard was open and the complaints department has fresh material.
| 56% |
| 29% |
| 0:12 |
| Team Total | 671 | 218 | 161 | 1 | 691 | 36.0 cm | 1.35 | 58% | 32% | 0:37 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 249 | 88 | 71 | 0 | 223 | 46.0 cm | 1.24 | 55% | 39% | 0:09 | |
| 238 | 72 | 78 | 0 | 208 | 13.5 cm | 0.92 | 48% | 35% | 0:08 | |
| 57 | 1 | 69 | 0 | 19 | - | 0.01 | 1% | 5% | 0:09 | |
| Team Total | 544 | 161 | 218 | 0 | 450 | 29.7 cm | 0.74 | 42% | 36% | 0:26 |
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 |
| 1 |
| 4 kills |
| 3 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 10 kills | ||||
| 2 | 8 kills | |||||
| 2 | 7 kills | |||||
| 3 | 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 | 20 | 5 | 1 | 1 | 11 | 0/- | 482 | 10 | 7 | 0 | 1 | 11 | 2 | 692 | |
| -🇺🇸 | Attacker | 11 | 3 | 1 | 2 | 8 | 0/- | 318 | 5 | 10 | 0 | 0 | 6 | 4 | 647 | |
| -🇩🇪 | Attacker | 20 | 3 | 1 | 0 | 17 | 0/- | 318 | 5 | 11 | 0 | 0 | 8 | 0 | 548 | |
| -🇬🇧 |
| Defender |
| 0 |
| 1 |
| 0 |
| 0 |
| 0 |
| 25/7 |
| 39 |
| 1 |
| 1 |
| 0 |
| 0 |
| 16 |
| 1 |
| 396 |
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 23/6 | 0 | 3 | 5 | 0 | 0 | 17 | 1 | 352 |
| -🇬🇧 | Attacker | 21 | 2 | 2 | 1 | 1 | 0/- | 243 | 1 | 0 | 0 | 4 | 0 | 1 | 227 |
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 | 498 | 498Hz | 8 | 10 | 11 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 94 | 96 | 98 | 0 | Good connection | ||
| 30000 | - | - | 85 | 86 | 87 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 24 | 26 | 32 | 0 | Sawtooth variation | ||
| 25000 | 0 | 123Hz | 10 | 11 | 12 | 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 | You had a huge game and played well above your usual level at 1.67x. Your attacking play was strong, especially because you turned 11 grabs into 3 caps and 2 solos. You fought efficiently: 91-54 with a 1.69 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.66x. You looked dangerous whenever you got the flag, and 20 grabs led to 3 caps. 55% efficiency shows the fight selection was generally good. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.61x. Your grabs and running were a real strength, with 20 grabs turning into 5 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. | |
| Dominating | Defender | You were sharp in this match and pushed above your usual level at 1.25x. You helped keep the score under control with 1 clutch return. You did make some good returns, and those stops helped your team stay in the game. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Dominating | Defender | You played well and finished above your usual level at 1.17x. You helped keep the score under control with 1 clutch return. You fought efficiently: 64-51 with a 1.25 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. | |
| Feeding | Attacker | You had a rough game at 0.61x, so I think your goal should be to simplify and rebuild from safer plays. Your flag work was one of your best areas, with 21 grabs producing 2 caps and 1 solo. I think survival was your main issue: 1-69 means you died too often before you could put enough pressure on the enemy or help your team objective. If you see the grab, go for it, but try to avoid gambling alone when your teammates are not in position. |