Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Feb 2026, 02:35
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 354 | 153 | 69 | 0 | 351 | 20.3 cm | 2.22 | 69% | 44% | 0:09 | |
| 128 | 90 | 168 | 0 | 561 | 46.0 cm | 0.54 | 35% | 17% | 0:15 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 13 | 2 | 1 | 5 kills | |||
| 25 | 7 | 3 | 5 kills | ||||
| 7 | 2 | 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 0-4 in favour of Blue Team.
The opening breakthrough came at 5:25 when Broken_Soul scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 8:45, with Broken_Soul finishing for Blue Team. That score set the closing shape of the match at 0-4.
pho` stood out as the main objective influence with 2 grabs, 0 captures, 25 returns, and an MVP score of 951. pho` made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 76 grabs, 12 pickups, 4 captures, 1 solos, 4 assists, 83 flag kills, 29 covers, 0 seals, 71 returns, 66 mid returns, 5 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 153 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 41 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: pho` produced 2 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.
| 482 |
| 243 |
| 237 |
| 0 |
| 912 |
| 33.1 cm |
| 1.03 |
| 51% |
| 27% |
| 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 340 | 134 | 57 | 0 | 382 | 36.0 cm | 2.35 | 70% | 37% | 0:11 | |
| 162 | 74 | 93 | 0 | 233 | 58.3 cm | 0.80 | 44% | 32% | 0:07 | |
| 107 | 29 | 93 | 0 | 152 | - | 0.31 | 24% | 20% | 0:07 | |
| Team Total | 609 | 237 | 243 | 0 | 767 | 47.1 cm | 0.98 | 49% | 32% | 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.
| 14 |
| 1 |
| 3 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 1 | 12 kills | ||||
| 9 | 9 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 2 | 0 | 0 | 0 | 0 | 33/8 | 0 | 1 | 3 | 23 | 0 | 25 | 2 | 951 | |
| -🇬🇧 | Defender | 0 | 0 | 1 | 0 | 0 | 31/10 | 0 | 1 | 10 | 28 | 0 | 29 | 1 | 866 | |
| -🇬🇧 | Attacker | 17 | 3 | 0 | 0 | 8 | 0/- | 0 | 5 | 9 | 7 | 0 | 7 | 1 | 430 | |
| -🇺🇸 | Attacker | 39 | 0 | 0 | 0 | 6 | 0/- | 0 | 2 | 4 | 4 | 0 | 5 | 1 | 387 | |
| -🇧🇪 | Attacker | 18 | 1 | 3 | 1 | 5 | 0/- | 0 | 3 | 3 | 4 | 0 | 5 | 0 | 298 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 24 | 24 | 25 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 30 | 73 | 115 | 0 | Bumpy connection | ||
| 20000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 25000 | 498 | 498Hz | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 29 | 32 | 36 | 0 | Rhythmic fluctuation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You put together a top-level game here and finished at 2.11x. As a defender, your standout work was stopping danger before it became a cap: 28 mid returns and 1 clutch return. You fought efficiently: 134-57 with a 2.35 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.97x. As a defender, your standout work was stopping danger before it became a cap: 23 mid returns and 2 clutch returns. You fought efficiently: 153-69 with a 2.22 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.24x rating. Excellent flag running from you: 18 grabs became 1 cap and 1 solo. I think survival was your main issue: 29-93 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. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.16x. You carried real threat on attack, turning 17 grabs into 3 caps. I think survival was your main issue: 74-93 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. | |
| Stable | Attacker | You played around your normal level at 0.92x, so your focus should be small improvements rather than a full reset. You were active on attack with 39 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 90-168 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |