Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Feb 2026, 21:09
CTF-Inca ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| saxon | 295 | 208 | 137 | 0 | 528 | - | 1.52 | 60% | 40% | 0:08 |
| newut | 190 | 117 | 124 | 0 | 450 | - | 0.94 | 49% | 26% | 0:09 |
| -cide- | 157 | 134 | 120 | 0 | 450 | 46.0 cm |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 41 | 8 | 5 | 2 | 5 kills | ||
| -uh.Pr3DazZz | 14 | 2 | 2 | 1 | 5 kills | ||
| -uh.PreDaToR- | 21 | 5 | 1 | 4 kills | |||
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Generated from the match events and player statistics.
A tight game of 4v4 Instagib CTF took place on CTF-Inca ][ between Red and Blue Team, ending 3-2 in favour of Red Team.
The opening breakthrough came at 0:49 when -cide- scored for Red Team. Red Team created more scoring chances, converting 3 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 19:53, with newut finishing for Red Team on a solo run. That score set the closing shape of the match at 3-2.
saxon stood out as the main objective influence with 0 grabs, 0 captures, 12 returns, and an MVP score of 488. -uh.Pr3DazZz anchored the recovery work with 13 total returns.
Objective ledger for the match: 44 grabs, 11 pickups, 5 captures, 1 solos, 4 assists, 50 flag kills, 26 covers, 0 seals, 38 returns, 38 mid returns, 0 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 40% accuracy and 208 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 7 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: saxon finished with 74 lama score from 208 kills and 67 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 1.12 |
| 53% |
| 31% |
| 0:09 |
| Broken_Soul | 73 | 59 | 119 | 0 | 290 | 58.3 cm | 0.50 | 33% | 20% | 0:10 |
| Team Total | 715 | 518 | 500 | 0 | 1718 | 52.1 cm | 1.04 | 51% | 31% | 0:39 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.Pr3DazZzFB | 227 | 134 | 113 | 0 | 441 | - | 1.19 | 54% | 31% | 0:10 |
| -cide- | 161 | 133 | 132 | 0 | 478 | 46.0 cm | 1.01 | 50% | 28% | 0:09 |
| -uh.PreDaToR- | 159 | 131 | 119 | 0 | 426 | - | 1.10 | 52% | 31% | 0:10 |
| -uh.StarzZz`- | 145 | 102 | 154 | 0 | 401 | 13.5 cm | 0.66 | 40% | 27% | 0:07 |
| Team Total | 692 | 500 | 518 | 0 | 1746 | 29.7 cm | 0.97 | 49% | 29% | 0:38 |
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.
| 8 |
| 6 |
| 4 |
| 4 kills |
| -cide- | 22 | 3 | 2 | 4 kills |
| -cide- | 17 | 6 | 1 | 4 kills |
| -uh.StarzZz`- | 10 | 3 | 1 | 4 kills |
| Broken_Soul | 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 8 | 1 | 13 kills | |||
| -uh.Pr3DazZz | 7 | 7 kills | ||||
| -uh.PreDaToR- | 3 | 6 kills | ||||
| newut | 4 | 6 kills | ||||
| -cide- | 2 | 5 kills | ||||
| -cide- | 2 | 5 kills | ||||
| -uh.StarzZz`- | 4 kills | |||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | saxon | Defender | 0 | 0 | 1 | 0 | 0 | 14/3 | 20 | 1 | 6 | 12 | 0 | 12 | 0 | 488 |
| - | newut | Attacker | 8 | 2 | 1 | 1 | 4 | 0/- | 260 | 2 | 3 | 4 | 0 | 4 | 0 | 460 |
| - | -uh.Pr3DazZz | Defender | 0 | 1 | 0 | 0 | 0 | 16/6 | 1 | 1 | 0 | 13 | 0 | 13 | 0 | 426 |
| - | -uh.StarzZz`- | Attacker | 10 | 1 | 1 | 0 | 5 | 0/- | 130 | 1 | 3 | 2 | 0 | 2 | 0 | 280 |
| - | -cide- | Attacker | 5 | 0 | 0 | 0 | 3 | 0/- | 23 | 2 | 6 | 5 | 0 | 5 | 0 | 275 |
| - | -cide- | Attacker | 10 | 1 | 0 | 0 | 2 | 0/- | 21 | 1 | 5 | 0 | 0 | 0 | 0 | 214 |
| - | -uh.PreDaToR- | Attacker | 5 | 0 | 1 | 0 | 4 | 0/- | 46 | 0 | 1 | 1 | 0 | 1 | 0 | 149 |
| - | Broken_Soul | Attacker | 6 | 0 | 0 | 0 | 2 | 0/- | 0 | 3 | 2 | 1 | 0 | 1 | 0 | 127 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| saxon | 30000 | - | - | 10 | 12 | 14 | 0 | Sawtooth variation | |
| -cide- | 30000 | 360 | 240Hz | 17 | 18 | 22 | 0 | Sawtooth variation | |
| newut | 30000 | 0 | 240Hz | 92 | 94 | 96 | 0 | Good connection | |
| Broken_Soul | 20000 | - | - | 15 | 16 | 21 | 0 | Sawtooth variation | |
| -uh.PreDaToR- | 20000 | - | - | 30 | 33 | 38 | 0 | Sawtooth variation | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 10 | 12 | 14 | 0 | Sawtooth variation | |
| -cide- | 30000 | 360 | 240Hz | 30 | 31 | 33 | 0 | Minor variation | |
| -uh.Pr3DazZz | 20000 | - | - | 11 | 13 | 15 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Defender | I think this was one of your stronger performances, coming in at 2.66x. Your defensive timing was good: 12 mid returns cut off runs at important moments. You fought efficiently: 208-137 with a 1.52 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. |
| -uh.Pr3DazZz | Godlike | Defender | Great game, this was a really strong performance from you at 1.52x. As a defender, your standout work was stopping danger before it became a cap: 13 mid returns. 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. |
| newut | Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.38x. Your attacking play was strong, especially because you turned 8 grabs into 2 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: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| -cide- | Stable | Attacker | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. The support share was meaningful at 33%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| -cide- | Stable | Attacker | You were close to your usual level at 1.04x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 10 grabs into 1 cap. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| -uh.PreDaToR- | Stable | Attacker | I think you had a steady game at 0.98x; one or two stronger moments would lift it nicely. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| -uh.StarzZz`- | Stable | Attacker | You were close to your usual level at 0.91x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 1 cap from 10 grabs. I think survival was your main issue: 102-154 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| Broken_Soul | Feeding | Attacker | You had a tough match at 0.49x, well below your usual level, but I think it is fixable. 6 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 59-119 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |