Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Dec 2025, 20:35
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 365 | 164 | 164 | 0 | 499 | 46.0 cm | 1.00 | 50% | 33% | 0:49 | |
| 235 | 88 | 78 | 0 | 299 | - | 1.13 | 53% | 32% | 0:08 | |
| Team Total | 600 | 252 |
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 | 4 kills | ||||
| 16 | 1 | 4 | 3 | 5 kills | |||
| 27 | 5 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v3 Instagib CTF took place on CTF-UH-2on2-Crates-v1 between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 0:12 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 7:52, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 3-4.
-cide- stood out as the main objective influence with 26 grabs, 2 captures, 12 returns, and an MVP score of 831. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 64 grabs, 40 pickups, 7 captures, 1 solos, 6 assists, 97 flag kills, 38 covers, 0 seals, 56 returns, 50 mid returns, 6 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 75 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 42 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.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 242 |
| 0 |
| 798 |
| 46.0 cm |
| 1.04 |
| 51% |
| 33% |
| 0:58 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 271 | 111 | 77 | 0 | 320 | 20.3 cm | 1.44 | 59% | 36% | 0:08 | |
| 202 | 75 | 93 | 0 | 220 | 13.5 cm | 0.81 | 45% | 37% | 0:07 | |
| 122 | 56 | 82 | 0 | 283 | 46.0 cm | 0.68 | 41% | 21% | 0:08 | |
| Team Total | 595 | 242 | 252 | 0 | 823 | 26.6 cm | 0.96 | 49% | 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.
| 8 |
| 2 |
| 1 |
| 4 kills |
| 6 | 1 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 7 | 7 kills | |||||
| 3 | 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 | 26 | 2 | 3 | 0 | 23 | 0/- | 0 | 16 | 14 | 9 | 0 | 12 | 3 | 831 | |
| -🇧🇪 | Defender | 1 | 1 | 1 | 0 | 0 | 27/10 | 0 | 7 | 2 | 20 | 0 | 20 | 0 | 694 | |
| -🇬🇧 | Defender | 2 | 1 | 0 | 0 | 0 | 26/3 | 0 | 2 | 10 | 13 | 0 | 14 | 1 | 636 | |
| -🇬🇧 |
| Attacker |
| 21 |
| 3 |
| 0 |
| 1 |
| 12 |
| 0/- |
| 0 |
| 6 |
| 8 |
| 4 |
| 0 |
| 6 |
| 1 |
| 413 |
| -🇬🇧 | Attacker | 14 | 0 | 2 | 0 | 9 | 0/- | 0 | 9 | 4 | 4 | 0 | 4 | 1 | 335 |
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 | - | - | 18 | 19 | 20 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 25 | 27 | 29 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 13 | 16 | 19 | 0 | Rhythmic fluctuation | ||
| 25000 | 400 | 280Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 18 | 20 | 23 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.19x. You were dangerous with the flag: 26 grabs led to 2 caps. 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 | You should be happy with this one; your performance was well above your usual level at 1.50x. You helped keep the score under control with 20 mid returns. 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. | |
| Godlike | Defender | I think this was one of your stronger performances, coming in at 1.44x. You helped keep the score under control with 13 mid returns and 1 clutch return. You fought efficiently: 111-77 with a 1.44 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. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.17x rating. Excellent flag running from you: 21 grabs became 3 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You had a quieter game than normal at 0.81x; I think the useful part is that your improvement target is visible. Your flag pressure was good with 14 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 56-82 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. |