Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Feb 2026, 18:01
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 191 | 97 | 102 | 2 | 326 | 46.0 cm | 0.95 | 48% | 30% | 0:06 |
| _-=Pr3dazZz=- | 178 | 98 | 98 | 4 | 331 | 36.0 cm | 1.00 | 49% | 30% | 0:06 |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 17 | 5 | 1 | 4 kills | |||
| -uh.PreDaToR- | 19 | 4 | 2 | 6 | 5 kills | ||
| -cide- | 13 | 5 | 2 | 1 | 5 kills | ||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 2-0 in favour of Red Team.
The opening breakthrough came at 2:18 when -cide- scored for Red Team. Red Team created more scoring chances, converting 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 9:58, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 2-0.
-cide- stood out as the main objective influence with 11 grabs, 2 captures, 6 returns, and an MVP score of 499. -uh.PreDaToR- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 34 grabs, 14 pickups, 2 captures, 0 solos, 0 assists, 45 flag kills, 8 covers, 0 seals, 27 returns, 23 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.PreDaToR- supplied the sharpest shooting numbers, finishing with 37% accuracy and 132 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 20 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.PreDaToR- produced 2 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 369 |
| 195 |
| 200 |
| 6 |
| 657 |
| 41.0 cm |
| 0.97 |
| 49% |
| 30% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.PreDaToR- | 194 | 132 | 90 | 1 | 353 | - | 1.47 | 59% | 37% | 0:07 |
| Broken_SoulFB | 100 | 68 | 105 | 0 | 317 | 58.3 cm | 0.65 | 39% | 21% | 0:06 |
| Team Total | 294 | 200 | 195 | 1 | 670 | 58.3 cm | 1.03 | 51% | 30% | 0:13 |
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.
| 7 |
| 3 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 2 | 7 kills | ||||
| -uh.PreDaToR- | 8 | 6 kills | ||||
| -cide- | 3 | 6 kills | ||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 11 | 2 | 0 | 0 | 13 | 0/- | 200 | 9 | 1 | 5 | 0 | 6 | 1 | 499 |
| - | _-=Pr3dazZz=- | Defender | 1 | 0 | 0 | 0 | 0 | 12/4 | 0 | 1 | 5 | 11 | 0 | 12 | 1 | 401 |
| - | -uh.PreDaToR- | Attacker | 17 | 0 | 0 | 0 | 13 | 0/- | 0 | 1 | 1 | 4 | 0 | 6 | 2 | 318 |
| - | Broken_Soul | Attacker | 5 | 0 | 0 | 0 | 7 | 0/- | 0 | 3 | 1 | 3 | 0 | 3 | 0 | 162 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 16 | 17 | 18 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 14 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 18 | 19 | 20 | 0 | Good connection | |
| -uh.PreDaToR- | 30000 | - | - | 25 | 30 | 33 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.44x. Your flag work was one of your best areas, with 11 grabs producing 2 caps. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| -uh.PreDaToR- | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.39x. As an attacker, you kept pressure on the enemy base with 17 grabs; your next jump is converting more of those starts into completed runs. You fought efficiently: 132-90 with a 1.47 K/D, and I think you played your role in the team well. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| _-=Pr3dazZz=- | Dominating | Defender | You gave your team a strong contribution and finished at 1.21x. Your defensive timing was good: 11 mid returns and 1 clutch return cut off runs at important moments. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Broken_Soul | Feeding | Attacker | You had a tough match at 0.67x, well below your usual level, but I think it is fixable. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 68-105 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |