Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Jun 2026, 19:17
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 237 | 124 | 103 | 0 | 341 | 13.5 cm | 1.20 | 55% | 40% | 0:06 | |
| 226 | 102 | 128 | 0 | 326 | 46.0 cm | 0.80 | 44% | 33% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 10 | 2 | 2 | 5 kills | |||
| 17 | 6 | 1 | 5 kills | ||||
| 20 | 8 | 2 | 1 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 2-1 in favour of Red Team.
The opening breakthrough came at 3:35 when Gochmer scored for Red Team. Red Team created more scoring chances, converting 2 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:25, with -cide- finishing for Red Team. That score set the closing shape of the match at 2-1.
saxon stood out as the main objective influence with 0 grabs, 0 captures, 16 returns, and an MVP score of 559. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 66 grabs, 14 pickups, 3 captures, 2 solos, 1 assists, 77 flag kills, 21 covers, 0 seals, 63 returns, 59 mid returns, 4 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 48% accuracy and 136 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 10 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| 124 |
| 56 |
| 113 |
| 0 |
| 239 |
| - |
| 0.50 |
| 33% |
| 25% |
| 0:05 |
| Team Total | 587 | 282 | 344 | 0 | 906 | 29.7 cm | 0.82 | 45% | 34% | 0:17 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 260 | 136 | 61 | 0 | 283 | - | 2.23 | 69% | 48% | 0:10 | |
| 150 | 110 | 116 | 0 | 327 | 20.3 cm | 0.95 | 49% | 39% | 0:05 | |
| 136 | 98 | 105 | 0 | 369 | 36.0 cm | 0.93 | 48% | 33% | 0:06 | |
| Team Total | 546 | 344 | 282 | 0 | 979 | 28.1 cm | 1.22 | 55% | 40% | 0:23 |
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 |
| 7 |
| 2 |
| 4 kills |
| 14 | 5 | 1 | 4 kills |
| 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 2 | 1 | 15 kills | |||
| 1 | 6 kills | |||||
| 2 | 5 kills | |||||
| 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 19/7 | 0 | 1 | 4 | 16 | 0 | 16 | 0 | 559 | |
| -🇭🇺 | Attacker | 7 | 1 | 0 | 0 | 18 | 0/- | 100 | 3 | 2 | 11 | 0 | 14 | 2 | 513 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 17/3 | 0 | 0 | 3 | 14 | 0 | 14 | 1 | 480 | |
| -🇳🇱 | Attacker | 22 | 1 | 1 | 1 | 11 | 0/- | 100 | 1 | 1 | 8 | 0 | 8 | 0 | 338 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 5 | 0/- | 0 | 7 | 8 | 3 | 0 | 4 | 1 | 276 | |
| -🇬🇧 | Attacker | 24 | 1 | 0 | 1 | 7 | 0/- | 100 | 2 | 3 | 7 | 0 | 7 | 0 | 263 |
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 | - | - | 20 | 21 | 22 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 15 | 16 | 16 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 45 | 46 | 49 | 0 | Minor variation | ||
| 30000 | - | - | 10 | 10 | 11 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 18 | 19 | 19 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 14 | 16 | 17 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.78x. Your defensive timing was good: 16 mid returns cut off runs at important moments. You fought efficiently: 136-61 with a 2.23 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.54x. Your attacking runs had purpose, with 7 grabs leading to 1 cap. I think survival was your main issue: 102-128 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. | |
| Godlike | Defender | You were one of the players who shaped this match, finishing at 1.41x. You helped keep the score under control with 14 mid returns and 1 clutch return. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.11x. You ran the flag well and gave your team end product: 1 cap and 1 solo from 22 grabs. I think survival was your main issue: 56-113 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. | |
| Stable | Attacker | You played around your normal level at 1.01x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 1 cap and 1 solo from 24 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | I think you had a steady game at 0.90x; one or two stronger moments would lift it nicely. You created plenty of starts with 13 grabs; now try to turn more of them into pickups, covers, or caps. The support share was meaningful at 30%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |