Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Aug 2025, 22:17
Jump that crates
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 376 | 186 | 171 | 0 | 594 | 46.0 cm | 1.09 | 52% | 32% | 0:15 | |
| 129 | 41 | 92 | 0 | 189 | - | 0.45 | 31% | 22% | 0:07 | |
| 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 |
|---|---|---|---|---|---|---|---|
| 13 | 10 | 3 | 5 kills | ||||
| 22 | 16 | 1 | 5 kills | ||||
| 14 | 5 | 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-2on2-Crates between Red and Blue Team, ending 4-5 in favour of Blue Team.
The opening breakthrough came at 2:18 when <{xan}>Joschde scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 9 captures. Momentum changed hands 2 times as the scoreline developed. 4 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 9:18, with Maber finishing for Red Team on a solo run. That score set the closing shape of the match at 4-5.
-cide- stood out as the main objective influence with 9 grabs, 2 captures, 15 returns, and an MVP score of 700. Maber made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 55 grabs, 33 pickups, 9 captures, 4 solos, 7 assists, 78 flag kills, 39 covers, 0 seals, 45 returns, 42 mid returns, 3 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 92 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 24 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Maber produced 2 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 505 |
| 227 |
| 263 |
| 0 |
| 783 |
| 46.0 cm |
| 0.86 |
| 46% |
| 30% |
| 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 286 | 119 | 61 | 0 | 351 | - | 1.95 | 66% | 34% | 0:10 | |
| 167 | 92 | 92 | 0 | 255 | 13.5 cm | 1.00 | 50% | 37% | 0:07 | |
| 138 | 52 | 74 | 0 | 295 | 46.0 cm | 0.70 | 41% | 18% | 0:08 | |
| Team Total | 591 | 263 | 227 | 0 | 901 | 29.7 cm | 1.16 | 54% | 30% | 0:27 |
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.
| 8 |
| 2 |
| 3 kills |
| 5 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 1 | 16 kills | ||||
| 5 | 14 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 | 9 | 2 | 2 | 1 | 27 | 0/- | 0 | 15 | 13 | 15 | 0 | 15 | 0 | 700 | |
| -🇩🇪 | Defender | 2 | 3 | 0 | 1 | 0 | 26/6 | 0 | 5 | 9 | 13 | 0 | 13 | 0 | 631 | |
| -🇬🇧 | Attacker | 16 | 1 | 2 | 0 | 8 | 0/- | 0 | 5 | 13 | 6 | 0 | 6 | 0 | 418 | |
| -🇸🇪 |
| Attacker |
| 19 |
| 2 |
| 1 |
| 1 |
| 7 |
| 0/- |
| 0 |
| 5 |
| 3 |
| 4 |
| 0 |
| 6 |
| 2 |
| 391 |
| -🇬🇧 | Attacker | 9 | 1 | 2 | 1 | 10 | 0/- | 0 | 3 | 1 | 4 | 0 | 5 | 1 | 321 |
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 | 20 | 24 | 28 | 0 | Sawtooth variation | ||
| 25000 | 295 | 143Hz | 28 | 31 | 42 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 11 | 13 | 14 | 0 | Minor variation | ||
| 30000 | - | - | 27 | 27 | 28 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 17 | 20 | 28 | 0 | Sawtooth variation |
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 2.32x. You ran the flag well and gave your team end product: 2 caps and 1 solo from 9 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. | |
| Godlike | Defender | You put together a top-level game here and finished at 1.37x. Your defensive timing was good: 13 mid returns cut off runs at important moments. You fought efficiently: 119-61 with a 1.95 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. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.24x. Your attacking runs had purpose, with 19 grabs leading to 2 caps and 1 solo. I think survival was your main issue: 41-92 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. | |
| Stable | Attacker | I think you had a steady game at 1.08x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 16 grabs into 1 cap. The support share was meaningful at 32%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | You played around your normal level at 0.95x, so your focus should be small improvements rather than a full reset. You carried real threat on attack, turning 9 grabs into 1 cap and 1 solo. I think survival was your main issue: 52-74 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. |