Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Jun 2026, 23:13
Lajosgradska
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 299 | 138 | 129 | 0 | 351 | 13.5 cm | 1.07 | 52% | 40% | 0:05 | |
| 176 | 77 | 134 | 0 | 301 | - | 0.57 | 36% | 26% | 0:04 | |
| Team Total | 475 | 215 | 263 | 0 | 652 | 13.5 cm | 0.82 | 45% | 33% | 0:10 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 78 | ||
| 42 | ||
| 35 |
| Killer | Victim | |
|---|---|---|
| 78 | ||
| 86 | ||
| 51 | ||
| 48 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 25 | 10 | 6 | 5 | 5 kills | |||
| 19 | 8 | 4 | 1 | 5 kills | |||
| 10 | 4 | 3 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-UH-Revamp2 between Red and Blue Team, ending 2-7 in favour of Blue Team.
The opening breakthrough came at 0:44 when -uh.StarzZz`- scored for Red Team. Blue Team created more scoring chances, converting 7 of the 9 captures. Momentum changed hands 1 time as the scoreline developed. 5 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 10:32, with -cide- finishing for Blue Team. That score set the closing shape of the match at 2-7.
saxon stood out as the main objective influence with 12 grabs, 2 captures, 13 returns, and an MVP score of 799. -uh.StarzZz`- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 54 grabs, 27 pickups, 9 captures, 2 solos, 4 assists, 71 flag kills, 38 covers, 0 seals, 33 returns, 30 mid returns, 3 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 45% accuracy and 164 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 346 | 164 | 102 | 0 | 362 | - | 1.61 | 62% | 45% | 0:06 | |
| 197 | 99 | 113 | 0 | 300 | 46.0 cm | 0.88 | 47% | 33% | 0:05 | |
| Team Total | 543 | 263 | 215 | 0 | 662 | 46.0 cm | 1.22 | 55% | 40% | 0:12 |
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.
| 15 |
| 6 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 8 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 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 | 12 | 2 | 3 | 1 | 22 | 0/- | 258 | 10 | 21 | 13 | 0 | 13 | 0 | 799 | |
| -🇬🇧 | Attacker | 17 | 2 | 0 | 0 | 27 | 0/- | 200 | 4 | 0 | 10 | 0 | 12 | 2 | 699 | |
| -🇩🇪 | Attacker | 19 | 5 | 1 | 1 | 6 | 0/- | 442 | 10 | 7 | 3 | 0 | 3 | 0 | 689 | |
| -🇨🇭 |
| Attacker |
| 6 |
| 0 |
| 0 |
| 0 |
| 16 |
| 0/- |
| 0 |
| 3 |
| 10 |
| 4 |
| 0 |
| 5 |
| 1 |
| 308 |
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 | 15 | 15 | 15 | 0 | Good connection | ||
| 30000 | - | - | 60 | 60 | 61 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 22 | 23 | 24 | 0 | Good connection | ||
| 30000 | - | - | 10 | 10 | 10 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.16x. You looked dangerous whenever you got the flag, and 12 grabs led to 2 caps and 1 solo. You fought efficiently: 164-102 with a 1.61 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.62x. Your attacking runs had purpose, with 17 grabs leading to 2 caps. 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.45x. Your flag work was one of your best areas, with 19 grabs producing 5 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 1.05x, with room to turn steady play into a bigger influence. 6 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. I think survival was your main issue: 77-134 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |