Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Jan 2026, 20:33
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 356 | 162 | 167 | 0 | 513 | 46.0 cm | 0.97 | 49% | 32% | 0:15 | |
| 216 | 106 | 57 | 0 | 304 | - | 1.86 | 65% | 35% | 0:11 | |
| 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 |
|---|---|---|---|---|---|---|---|
| 17 | 2 | 1 | 5 kills | ||||
| 11 | 6 | 3 | 1 | 5 kills | |||
| 26 | 8 | 2 | 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-F_RIFK between Red and Blue Team, ending 7-1 in favour of Red Team.
The opening breakthrough came at 0:35 when -cide- scored for Red Team. Red Team created more scoring chances, converting 7 of the 8 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:42, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 7-1.
-cide- stood out as the main objective influence with 26 grabs, 7 captures, 5 returns, and an MVP score of 666. -uh.PreDaToR- anchored the recovery work with 12 total returns.
Objective ledger for the match: 45 grabs, 24 pickups, 8 captures, 2 solos, 5 assists, 59 flag kills, 37 covers, 0 seals, 35 returns, 35 mid returns, 0 clutch returns, and 0 cherry picks.
-uh.PreDaToR- supplied the sharpest shooting numbers, finishing with 35% accuracy and 106 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 43 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 572 |
| 268 |
| 224 |
| 0 |
| 817 |
| 46.0 cm |
| 1.20 |
| 54% |
| 33% |
| 0:28 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 245 | 114 | 89 | 0 | 337 | - | 1.28 | 56% | 34% | 0:07 | |
| 121 | 67 | 101 | 0 | 251 | 58.3 cm | 0.66 | 40% | 27% | 0:06 | |
| 61 | 43 | 78 | 0 | 260 | - | 0.55 | 36% | 17% | 0:08 | |
| Team Total | 427 | 224 | 268 | 0 | 848 | 58.3 cm | 0.84 | 46% | 27% | 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.
| 12 |
| 1 |
| 3 kills |
| 4 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 2 | 13 kills | ||||
| 4 | 6 kills | |||||
| 3 | 6 kills | |||||
| 3 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 | 26 | 7 | 4 | 2 | 8 | 0/- | 0 | 17 | 21 | 5 | 0 | 5 | 0 | 666 | |
| -🇨🇦 | Defender | 1 | 0 | 0 | 0 | 0 | 24/9 | 0 | 0 | 5 | 11 | 0 | 11 | 0 | 505 | |
| -🇧🇪 | Defender | 0 | 0 | 0 | 0 | 0 | 15/2 | 0 | 1 | 11 | 12 | 0 | 12 | 0 | 491 | |
| -🇬🇧 | Attacker | 10 | 0 | 1 | 0 | 10 | 0/- | 0 | 3 | 0 | 5 | 0 | 5 | 0 | 294 | |
| -🇨🇱 | Attacker | 8 | 1 | 0 | 0 | 2 | 0/- | 0 | 3 | 0 | 2 | 0 | 2 | 0 | 155 |
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 | 15 | 24 | 32 | 1 | Occasional lag spikes | ||
| 30000 | - | - | 31 | 34 | 37 | 0 | Sawtooth variation | ||
| 30000 | - | - | 19 | 20 | 20 | 0 | Good connection | ||
| 30000 | 999 | 0Hz | 91 | 93 | 94 | 0 | Good connection | ||
| 30000 | - | - | 212 | 214 | 220 | 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 should be happy with this one; your performance was well above your usual level at 2.43x. Excellent flag running from you: 26 grabs became 7 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 1.46x. You helped keep the score under control with 12 mid returns. You fought efficiently: 106-57 with a 1.86 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. | |
| Godlike | Defender | You were one of the players who shaped this match, finishing at 1.45x. Your defensive timing was good: 11 mid returns cut off runs at important moments. You fought efficiently: 114-89 with a 1.28 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Struggling | Attacker | You dipped below your usual level at 0.84x, but I think there are clear areas you can tighten next match. You were active on attack with 10 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 67-101 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. | |
| Feeding | Attacker | You had a rough game at 0.57x, so I think your goal should be to simplify and rebuild from safer plays. You were dangerous with the flag: 8 grabs led to 1 cap. I think survival was your main issue: 43-78 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. |