Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Mar 2026, 17:15
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 320 | 175 | 186 | 0 | 518 | 46.0 cm | 0.94 | 48% | 34% | 0:16 | |
| 221 | 99 | 78 | 0 | 291 | 13.5 cm | 1.27 | 56% | 35% | 0:08 | |
| 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 |
|---|---|---|---|---|---|---|---|
| 14 | 1 | 1 | 2 | 5 kills | |||
| 14 | 2 | 1 | 4 kills | ||||
| 25 | 6 | 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-Yard-V8a between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 6:00 when -cide- scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
-cide- stood out as the main objective influence with 31 grabs, 1 capture, 15 returns, and an MVP score of 726. -uh.StarzZz`- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 61 grabs, 23 pickups, 1 captures, 0 solos, 1 assists, 82 flag kills, 19 covers, 0 seals, 58 returns, 55 mid returns, 3 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 41% accuracy and 101 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 39 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 541 |
| 274 |
| 264 |
| 0 |
| 809 |
| 29.7 cm |
| 1.04 |
| 51% |
| 34% |
| 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 242 | 91 | 85 | 0 | 278 | 58.3 cm | 1.07 | 52% | 33% | 0:07 | |
| 153 | 101 | 86 | 0 | 256 | 20.3 cm | 1.17 | 54% | 41% | 0:07 | |
| 92 | 72 | 103 | 0 | 258 | - | 0.70 | 41% | 28% | 0:06 | |
| Team Total | 487 | 264 | 274 | 0 | 792 | 39.3 cm | 0.96 | 49% | 34% | 0:22 |
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.
| 19 |
| 5 |
| 3 kills |
| 9 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 2 | 7 kills | |||||
| 1 | 5 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 | 31 | 1 | 1 | 0 | 25 | 0/- | 0 | 8 | 8 | 15 | 0 | 15 | 0 | 726 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 24/11 | 0 | 1 | 3 | 19 | 0 | 21 | 1 | 638 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 20/1 | 0 | 0 | 3 | 13 | 0 | 14 | 1 | 568 | |
| -🇬🇧 | Attacker | 15 | 0 | 0 | 0 | 9 | 0/- | 0 | 7 | 2 | 5 | 0 | 5 | 1 | 360 | |
| -🇬🇧 | Attacker | 14 | 0 | 0 | 0 | 4 | 0/- | 0 | 7 | 3 | 3 | 0 | 3 | 0 | 232 |
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 | 238 | 238Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 17 | 21 | 23 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 25 | 25 | 26 | 0 | Good connection | ||
| 20000 | - | - | 11 | 12 | 13 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 23 | 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 2.12x. You carried real threat on attack, turning 31 grabs 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 | Defender | This was excellent work from you, with your match rating landing at 1.66x. Your defensive timing was good: 19 mid returns and 1 clutch return cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.32x. As a defender, your standout work was stopping danger before it became a cap: 13 mid returns and 1 clutch return. You fought efficiently: 99-78 with a 1.27 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. | |
| Stable | Attacker | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. You kept looking for the flag with 15 grabs; now the aim is cleaner routes and better timing with cover. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Feeding | Attacker | You had a tough match at 0.62x, well below your usual level, but I think it is fixable. 14 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: 72-103 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. |