Unreal HeavenThe home of 2v2 and 3v3 iCTF27 Mar 2026, 21:48
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 285 | 99 | 73 | 6 | 255 | - | 1.36 | 56% | 39% | 0:09 | |
| 221 | 86 | 80 | 0 | 221 | 46.0 cm | 1.07 | 52% | 40% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 3 | 2 | 4 kills | ||||
| 14 | 4 | 3 kills | |||||
| 22 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-CommandArena between Red and Blue Team, ending 10-5 in favour of Red Team.
The opening breakthrough came at 0:18 when -cide- scored for Red Team. Red Team created more scoring chances, converting 10 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:40, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 10-5.
-cide- stood out as the main objective influence with 23 grabs, 5 captures, 8 returns, and an MVP score of 753. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 83 grabs, 33 pickups, 15 captures, 6 solos, 10 assists, 101 flag kills, 27 covers, 5 seals, 67 returns, 7 mid returns, 11 clutch returns, and 4 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 40% accuracy and 86 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 30 flag touches and 1 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: pato^ logged 2 cherry picks, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 193 |
| 70 |
| 77 |
| 2 |
| 217 |
| - |
| 0.91 |
| 47% |
| 36% |
| 0:08 |
| Team Total | 699 | 255 | 230 | 8 | 693 | 46.0 cm | 1.11 | 53% | 38% | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 244 | 94 | 79 | 1 | 241 | 13.5 cm | 1.19 | 54% | 39% | 0:08 | |
| 194 | 69 | 85 | 0 | 194 | 46.0 cm | 0.81 | 45% | 36% | 0:07 | |
| 144 | 67 | 91 | 0 | 219 | - | 0.74 | 42% | 36% | 0:07 | |
| Team Total | 582 | 230 | 255 | 1 | 654 | 29.7 cm | 0.90 | 47% | 37% | 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.
| 6 |
| 3 |
| 1 |
| 4 kills |
| 11 | 4 | 3 kills |
| 11 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 9 kills | |||||
| 2 | 9 kills | |||||
| 3 | 7 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇫🇷 | Attacker | 23 | 5 | 3 | 3 | 11 | 0/- | 583 | 7 | 3 | 1 | 1 | 8 | 1 | 753 | |
| -🇬🇧 | Attacker | 16 | 4 | 2 | 1 | 9 | 0/- | 302 | 8 | 6 | 1 | 2 | 7 | 3 | 569 | |
| -🇬🇧 | Defender | 1 | 1 | 1 | 0 | 0 | 29/8 | 115 | 7 | 7 | 2 | 0 | 23 | 2 | 559 | |
| -🇬🇧 | Attacker | 22 | 3 | 2 | 2 | 12 | 0/- | 331 | 5 | 3 | 0 | 1 | 7 | 3 | 516 | |
| -🇬🇧 | Attacker | 5 | 1 | 1 | 0 | 25 | 0/- | 166 | 3 | 5 | 1 | 0 | 16 | 2 | 485 | |
| -🇬🇧 | Attacker | 16 | 1 | 1 | 0 | 15 | 0/- | 3 | 3 | 3 | 2 | 0 | 6 | 0 | 243 |
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 | 18 | 19 | 21 | 0 | Minor variation | ||
| 20000 | - | - | 110 | 111 | 116 | 0 | Good connection | ||
| 20000 | - | - | 30 | 33 | 37 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 10 | 10 | 11 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 21 | 24 | 25 | 0 | Bumpy connection | ||
| 20000 | - | - | 11 | 12 | 14 | 0 | Minor 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 1.78x. Your attacking runs had purpose, with 23 grabs leading to 5 caps and 3 solos. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.67x. Your attacking play was strong, especially because you turned 16 grabs into 4 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. | |
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.50x. As a defender, your standout work was stopping danger before it became a cap: 2 mid returns and 2 clutch returns. 6 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.40x. You gave the enemy defence problems and backed it up with 3 caps and 2 solos from 22 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.35x. Your attacking play was strong, especially because you turned 5 grabs into 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Struggling | Attacker | You dipped below your usual level at 0.88x, but I think there are clear areas you can tighten next match. You carried real threat on attack, turning 16 grabs into 1 cap. I think survival was your main issue: 67-91 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. |