Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Feb 2026, 22:14
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 408 | 181 | 195 | 0 | 546 | 46.0 cm | 0.93 | 48% | 34% | 0:13 | |
| 70 | 42 | 86 | 0 | 303 | - | 0.49 | 33% | 16% | 0:07 | |
| Team Total | 478 | 223 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 39 | ||
| 77 | ||
| 23 | ||
| 66 | ||
| 24 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 31 | 9 | 3 kills | |||||
| 15 | 3 | 3 | 4 kills | ||||
| 17 | 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-Yard-V8a between Red and Blue Team, ending 1-5 in favour of Blue Team.
The opening breakthrough came at 4:00 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:27, with JugzZz finishing for Blue Team. That score set the closing shape of the match at 1-5.
-cide- stood out as the main objective influence with 15 grabs, 1 capture, 22 returns, and an MVP score of 931. _-=Pr3dazZz=- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 53 grabs, 26 pickups, 6 captures, 0 solos, 7 assists, 73 flag kills, 25 covers, 0 seals, 46 returns, 44 mid returns, 2 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 36% accuracy and 100 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- 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.
| 281 |
| 0 |
| 849 |
| 46.0 cm |
| 0.79 |
| 44% |
| 27% |
| 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 201 | 91 | 73 | 0 | 279 | 13.5 cm | 1.25 | 55% | 34% | 0:09 | |
| 180 | 100 | 67 | 0 | 350 | 36.0 cm | 1.49 | 60% | 36% | 0:09 | |
| 170 | 90 | 83 | 0 | 275 | - | 1.08 | 52% | 33% | 0:07 | |
| Team Total | 551 | 281 | 223 | 0 | 904 | 24.7 cm | 1.26 | 56% | 34% | 0:27 |
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 |
| 3 |
| 4 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 9 kills | |||||
| 2 | 6 kills | |||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇫🇷 | Attacker | 15 | 1 | 0 | 0 | 39 | 0/- | 0 | 6 | 8 | 21 | 0 | 22 | 1 | 931 | |
| -🇬🇧 | Defender | 0 | 0 | 2 | 0 | 0 | 17/4 | 0 | 3 | 4 | 11 | 0 | 11 | 0 | 476 | |
| -🇬🇧 | Attacker | 11 | 1 | 3 | 0 | 7 | 0/- | 0 | 9 | 4 | 4 | 0 | 5 | 1 | 361 | |
| -🇺🇸 | Attacker | 18 | 4 | 1 | 0 | 6 | 0/- | 0 | 7 | 8 | 6 | 0 | 6 | 0 | 359 | |
| -🇩🇪 | Attacker | 9 | 0 | 1 | 0 | 4 | 0/- | 0 | 1 | 1 | 2 | 0 | 2 | 0 | 223 |
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 | 17 | 22 | 27 | 0 | Sawtooth variation | ||
| 25000 | 320 | 0Hz | 49 | 52 | 56 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 10 | 11 | 13 | 0 | Minor variation | ||
| 25000 | 498 | 498Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 96 | 98 | 100 | 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 2.55x. Your grabs and running were a real strength, with 15 grabs turning into 1 cap. 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. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.30x. You carried real threat on attack, turning 18 grabs into 4 caps. 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. | |
| Dominating | Defender | You played well and finished above your usual level at 1.21x. You helped keep the score under control with 11 mid returns. 55% efficiency shows the fight selection was generally good. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Dominating | Attacker | You had a positive match and your 1.18x rating backs that up. You were dangerous with the flag: 11 grabs led to 1 cap. You fought efficiently: 100-67 with a 1.49 K/D, and I think you played your role in the team well. 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 0.70x, so I think your goal should be to simplify and rebuild from safer plays. 9 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 42-86 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. |