Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Apr 2026, 19:15
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 265 | 70 | 50 | 0 | 191 | 13.5 cm | 1.40 | 58% | 39% | 0:13 | |
| 220 | 56 | 46 | 0 | 179 | 58.3 cm | 1.22 | 55% | 33% | 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 |
|---|---|---|---|---|---|---|---|
| 15 | 4 | 3 kills | |||||
| 5 | 6 | 1 | 4 kills | ||||
| 12 | 5 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 16-3 in favour of Red Team.
The opening breakthrough came at 0:34 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 16 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 6:39, with Maber finishing for Blue Team on a solo run. That score set the closing shape of the match at 16-3.
-uh.StarzZz`- stood out as the main objective influence with 20 grabs, 6 captures, 4 returns, and an MVP score of 1118. -uh.Pr3DazZz made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 55 grabs, 22 pickups, 19 captures, 7 solos, 11 assists, 58 flag kills, 42 covers, 0 seals, 36 returns, 33 mid returns, 3 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 39% accuracy and 70 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.Pr3DazZz 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.
| 201 |
| 73 |
| 27 |
| 0 |
| 202 |
| - |
| 2.70 |
| 73% |
| 36% |
| 0:35 |
| Team Total | 686 | 199 | 123 | 0 | 572 | 35.9 cm | 1.62 | 62% | 36% | 1:04 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 176 | 63 | 68 | 0 | 221 | - | 0.93 | 48% | 33% | 0:10 | |
| 92 | 49 | 67 | 0 | 158 | - | 0.73 | 42% | 30% | 0:36 | |
| 55 | 11 | 64 | 0 | 78 | - | 0.17 | 15% | 13% | 0:45 | |
| Team Total | 323 | 123 | 199 | 0 | 457 | - | 0.62 | 38% | 29% | 1:32 |
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 |
| 2 |
| 1 |
| 4 kills |
| 6 | 1 | 1 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 13 kills | ||||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 20 | 6 | 7 | 3 | 6 | 0/- | 895 | 5 | 19 | 4 | 0 | 4 | 0 | 1118 | |
| -🇬🇧 | Attacker | 8 | 9 | 3 | 3 | 6 | 0/- | 646 | 10 | 2 | 4 | 0 | 4 | 1 | 945 | |
| -🇩🇪 | Defender | 0 | 1 | 0 | 0 | 0 | 18/9 | 60 | 1 | 16 | 14 | 0 | 16 | 1 | 616 | |
| -🇬🇧 |
| Defender |
| 1 |
| 1 |
| 0 |
| 0 |
| 0 |
| 18/3 |
| 17 |
| 2 |
| 3 |
| 7 |
| 0 |
| 8 |
| 1 |
| 378 |
| -🇺🇸 | Attacker | 14 | 0 | 1 | 0 | 7 | 0/- | 98 | 2 | 2 | 4 | 0 | 4 | 0 | 257 |
| -🇸🇪 | Attacker | 12 | 2 | 0 | 1 | 3 | 0/- | 185 | 2 | 0 | 0 | 0 | 0 | 0 | 240 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 15 | 16 | 16 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 10 | 10 | 11 | 0 | Good connection | ||
| 25000 | 500 | 0Hz | 34 | 36 | 38 | 0 | Minor variation | ||
| 20000 | - | - | 10 | 11 | 11 | 0 | Good connection | ||
| 25000 | 295 | 143Hz | 36 | 37 | 38 | 0 | Good connection | ||
| 25000 | 9999 | 360Hz | 98 | 100 | 101 | 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 made a clear difference in this match and finished well above your normal level at 2.22x. You looked dangerous whenever you got the flag, and 20 grabs led to 6 caps and 3 solos. You fought efficiently: 70-50 with a 1.40 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. | |
| Godlike | Attacker | You played a really good game here and your 2.09x rating shows it. You were dangerous with the flag: 8 grabs led to 9 caps and 3 solos. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. 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 1.50x. Your defensive timing was good: 14 mid returns and 1 clutch return cut off runs at important moments. You fought efficiently: 73-27 with a 2.70 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 | Defender | I think you had a steady game at 1.08x; one or two stronger moments would lift it nicely. As a defender, your standout work was stopping danger before it became a cap: 7 mid returns and 1 clutch return. 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.71x; treat it as a reset point, not a verdict on your ability. As an attacker, you kept pressure on the enemy base with 14 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 49-67 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. | |
| Feeding | Attacker | You had a tough match at 0.66x, well below your usual level, but I think it is fixable. You were dangerous with the flag: 12 grabs led to 2 caps and 1 solo. I think survival was your main issue: 11-64 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |