Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Feb 2026, 18:41
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 330 | 133 | 114 | 0 | 418 | 46.0 cm | 1.17 | 54% | 35% | 0:22 | |
| 148 | 68 | 67 | 0 | 208 | 13.5 cm | 1.01 | 50% | 40% | 0:09 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 21 | 4 | 2 | 4 kills | ||||
| 7 | 2 | 3 kills | |||||
| 12 | 1 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 5-1 in favour of Red Team.
The opening breakthrough came at 1:57 when -cide- scored for Red Team. Red Team created more scoring chances, converting 5 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 7:31, with -cide- finishing for Red Team. That score set the closing shape of the match at 5-1.
-cide- stood out as the main objective influence with 17 grabs, 4 captures, 17 returns, and an MVP score of 774. _-=Pr3dazZz=- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 49 grabs, 19 pickups, 6 captures, 0 solos, 8 assists, 61 flag kills, 25 covers, 0 seals, 42 returns, 41 mid returns, 1 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 68 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: _-=Pr3dazZz=- produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 478 |
| 201 |
| 181 |
| 0 |
| 626 |
| 29.7 cm |
| 1.11 |
| 53% |
| 35% |
| 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 175 | 57 | 60 | 0 | 198 | - | 0.95 | 49% | 28% | 0:15 | |
| 110 | 62 | 69 | 0 | 237 | 36.0 cm | 0.90 | 47% | 32% | 0:08 | |
| 103 | 62 | 72 | 0 | 180 | 46.0 cm | 0.86 | 46% | 35% | 0:21 | |
| Team Total | 388 | 181 | 201 | 0 | 615 | 41.0 cm | 0.90 | 47% | 31% | 0:46 |
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 |
| 8 |
| 1 |
| 4 kills |
| 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇭🇺 | Attacker | 17 | 4 | 4 | 0 | 20 | 0/- | 0 | 7 | 16 | 17 | 0 | 17 | 0 | 774 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 21/6 | 0 | 1 | 2 | 18 | 0 | 18 | 0 | 502 | |
| -🇬🇧 | Attacker | 11 | 1 | 3 | 0 | 7 | 0/- | 0 | 5 | 4 | 3 | 0 | 3 | 0 | 338 | |
| -🇬🇧 |
| Attacker |
| 8 |
| 0 |
| 1 |
| 0 |
| 7 |
| 0/- |
| 0 |
| 3 |
| 2 |
| 1 |
| 0 |
| 2 |
| 1 |
| 241 |
| -🇩🇪 | Attacker | 13 | 1 | 0 | 0 | 6 | 0/- | 0 | 3 | 1 | 2 | 0 | 2 | 0 | 218 |
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 | 238 | 238Hz | 17 | 17 | 17 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 42 | 46 | 52 | 0 | Bumpy connection | ||
| 30000 | 498 | 498Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 26 | 34 | 81 | 1 | Occasional lag spikes | ||
| 20000 | - | - | 20 | 23 | 27 | 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 | This was excellent work from you, with your match rating landing at 2.46x. Your grabs and running were a real strength, with 17 grabs turning into 4 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Defender | You had a huge game and played well above your usual level at 1.28x. Your defensive timing was good: 18 mid returns cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Stable | Attacker | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. Your attacking play was strong, especially because you turned 11 grabs into 1 cap. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Attacker | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. As an attacker, you kept pressure on the enemy base with 8 grabs; your next jump is converting more of those starts into completed runs. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Feeding | Attacker | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. Your attacking play was strong, especially because you turned 13 grabs into 1 cap. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |