Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Jul 2026, 21:22
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 231 | 85 | 72 | 0 | 217 | 46.0 cm | 1.18 | 54% | 39% | 0:09 | |
| 207 | 72 | 52 | 3 | 183 | 82.4 cm | 1.38 | 57% | 39% | 0:12 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 3 | 2 | 4 kills | ||||
| 12 | 3 | 3 kills | |||||
| 11 | 2 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 8-12 in favour of Blue Team.
The opening breakthrough came at 0:08 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 12 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 10:52, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-12.
-uh.StarzZz`- stood out as the main objective influence with 22 grabs, 7 captures, 12 returns, and an MVP score of 1117. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 95 grabs, 25 pickups, 20 captures, 13 solos, 4 assists, 100 flag kills, 33 covers, 6 seals, 73 returns, 7 mid returns, 13 clutch returns, and 5 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 40% accuracy and 101 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 36 flag touches and 2 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -cide- logged 2 cherry picks, 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.
| 162 |
| 59 |
| 67 |
| 1 |
| 208 |
| - |
| 0.88 |
| 46% |
| 28% |
| 0:09 |
| Team Total | 600 | 216 | 191 | 4 | 608 | 64.2 cm | 1.13 | 53% | 36% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 337 | 101 | 75 | 2 | 259 | 36.0 cm | 1.35 | 57% | 40% | 0:08 | |
| 313 | 79 | 74 | 3 | 212 | 13.5 cm | 1.07 | 51% | 37% | 0:08 | |
| 82 | 11 | 67 | 4 | 36 | - | 0.16 | 13% | 31% | 0:09 | |
| Team Total | 732 | 191 | 216 | 9 | 507 | 24.7 cm | 0.88 | 47% | 38% | 0:28 |
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.
| 13 |
| 3 |
| 2 |
| 4 kills |
| 4 | 1 | 5 kills |
| 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 9 kills | |||||
| 2 | 8 kills | |||||
| 5 | 7 kills | |||||
| 1 | 6 kills | |||||
| 1 | 5 kills | |||||
| 2 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 | 22 | 7 | 1 | 6 | 19 | 0/- | 806 | 4 | 5 | 3 | 0 | 12 | 3 | 1117 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 40/15 | 43 | 4 | 6 | 2 | 0 | 32 | 5 | 723 | |
| -🇩🇪 | Attacker | 27 | 5 | 1 | 3 | 11 | 0/- | 466 | 9 | 4 | 0 | 2 | 7 | 2 | 668 | |
| -🇫🇷 | Attacker | 25 | 2 | 2 | 2 | 9 | 0/- | 332 | 4 | 10 | 0 | 1 | 7 | 0 | 474 | |
| -🇬🇧 | Attacker | 19 | 4 | 0 | 2 | 2 | 0/- | 351 | 2 | 3 | 0 | 2 | 1 | 0 | 437 | |
| -🇵🇹 | Defender | 2 | 1 | 0 | 0 | 0 | 19/- | 1 | 2 | 5 | 2 | 0 | 14 | 3 | 405 |
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 | 26 | 27 | 28 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 22 | 23 | 30 | 0 | Variable ping | ||
| 30000 | - | - | 49 | 49 | 50 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 25000 | 0 | 123Hz | 11 | 12 | 16 | 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 should be happy with this one; your performance was well above your usual level at 2.18x. Your flag work was one of your best areas, with 22 grabs producing 7 caps and 6 solos. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. 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 1.89x. As a defender, your standout work was stopping danger before it became a cap: 2 mid returns and 5 clutch returns. You fought efficiently: 101-75 with a 1.35 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.68x. You ran the flag well and gave your team end product: 5 caps and 3 solos from 27 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.50x. You gave the enemy defence problems and backed it up with 2 caps and 2 solos from 25 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 | Defender | I think this was one of your stronger performances, coming in at 1.44x. Your defensive timing was good: 2 mid returns and 3 clutch returns cut off runs at important moments. 3 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. | |
| Stable | Attacker | You played around your normal level at 1.04x, so your focus should be small improvements rather than a full reset. You carried real threat on attack, turning 19 grabs into 4 caps and 2 solos. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |