1 Mar 2026, 15:54
CTF-Abreez-SE
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 135 | 50 | 41 | 0 | 149 | 58.3 cm | 1.22 | 55% | 34% | 0:16 |
| Zo-^ | 126 | 66 | 79 | 0 | 197 | - | 0.84 | 46% | 34% | 0:08 |
| -uh.StarzZz`- |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ownage | 15 | 6 | 3 | 2 | 5 kills | ||
| Broken_Soul | 4 | 1 | 3 kills | ||||
| -cide- | 11 | 1 | 1 | 4 kills | |||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-UH-Abreez-SE between Red and Blue Team, ending 2-3 in favour of Blue Team.
The opening breakthrough came at 0:57 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 9:27, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 2-3.
ownage stood out as the main objective influence with 0 grabs, 0 captures, 11 returns, and an MVP score of 250. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 46 grabs, 14 pickups, 5 captures, 4 solos, 1 assists, 54 flag kills, 15 covers, 8 seals, 40 returns, 0 mid returns, 1 clutch returns, and 2 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 45% accuracy and 124 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 1 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -cide- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 121 |
| 55 |
| 83 |
| 0 |
| 186 |
| 13.5 cm |
| 0.66 |
| 40% |
| 30% |
| 0:07 |
| Team Total | 382 | 171 | 203 | 0 | 532 | 35.9 cm | 0.84 | 46% | 32% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| ownage | 239 | 124 | 33 | 0 | 283 | - | 3.76 | 79% | 45% | 0:19 |
| -cide- | 113 | 65 | 74 | 0 | 198 | 46.0 cm | 0.88 | 47% | 33% | 0:08 |
| {Black_Mage}` | 57 | 14 | 64 | 0 | 71 | - | 0.22 | 18% | 20% | 0:10 |
| Team Total | 409 | 203 | 171 | 0 | 552 | 46.0 cm | 1.19 | 54% | 37% | 0:39 |
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.
| 9 |
| 2 kills |
| -uh.StarzZz`- | 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 6 | 3 | 1 | 18 kills | ||
| Broken_Soul | 1 | 5 kills | ||||
| -cide- | 4 kills | |||||
| Zo-^ | 4 kills | |||||
| -uh.StarzZz`- | 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | ownage | Defender | 0 | 0 | 0 | 0 | 0 | 18/5 | 0 | 1 | 5 | 0 | 0 | 11 | 0 | 250 |
| - | {Black_Mage}` | Attacker | 9 | 2 | 0 | 2 | 1 | 0/- | 200 | 3 | 1 | 0 | 0 | 1 | 0 | 232 |
| - | -cide- | Attacker | 20 | 1 | 0 | 1 | 4 | 0/- | 100 | 1 | 1 | 0 | 1 | 2 | 1 | 223 |
| - | -uh.StarzZz`- | Attacker | 10 | 1 | 0 | 1 | 5 | 0/- | 100 | 4 | 4 | 0 | 1 | 5 | 0 | 201 |
| - | Zo-^ | Attacker | 4 | 0 | 1 | 0 | 11 | 0/- | 99 | 2 | 1 | 0 | 0 | 9 | 0 | 198 |
| - | Broken_Soul | Defender | 3 | 1 | 0 | 0 | 0 | 15/3 | 1 | 3 | 3 | 0 | 0 | 12 | 0 | 169 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 17 | 17 | 18 | 0 | Good connection | |
| Broken_Soul | 20000 | - | - | 21 | 22 | 23 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 34 | 37 | 49 | 1 | Occasional lag spikes | |
| -cide- | 30000 | 360 | 240Hz | 22 | 23 | 23 | 0 | Good connection | |
| {Black_Mage}` | 25000 | 0 | 0Hz | 27 | 32 | 38 | 0 | Sawtooth variation | |
| ownage | 20000 | - | - | 114 | 119 | 127 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ownage | Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.44x. As a defender, you were busy around the flag with 18 defensive flag kills and 11 returns. You fought efficiently: 124-33 with a 3.76 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. |
| {Black_Mage}` | Dominating | Attacker | You gave your team a strong contribution and finished at 1.22x. Excellent flag running from you: 9 grabs became 2 caps and 2 solos. I think survival was your main issue: 14-64 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. |
| Zo-^ | Stable | Attacker | I think you had a steady game at 1.08x; one or two stronger moments would lift it nicely. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| Broken_Soul | Stable | Defender | I think you had a steady game at 1.03x; one or two stronger moments would lift it nicely. Defensively, you had the volume with 15 defensive flag kills and 12 returns; your next gain is turning stops into clean resets. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| -cide- | Stable | Attacker | You were close to your usual level at 0.98x, with room to turn steady play into a bigger influence. Very strong flag running: you made 20 grabs count with 1 cap and 1 solo. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. |
| -uh.StarzZz`- | Struggling | Attacker | You were below your usual level at 0.85x, so cleaner decisions and timing will matter most for you. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 10 grabs. I think survival was your main issue: 55-83 means you died too often before you could put enough pressure on the enemy or help your team objective. Stay brave on attack, just make the early grab happen with support instead of gambling alone. |