Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Jul 2025, 22:06
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 379 | 166 | 56 | 0 | 353 | 20.3 cm | 2.96 | 75% | 47% | 0:11 |
| -uh.StarzZz`-FB | 183 | 91 | 90 | 0 | 324 | 13.5 cm | 1.01 | 50% | 32% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 19 | 13 | 4 | 4 | 5 kills | ||
| _-=Pr3dazZz=- | 20 | 10 | 1 | 2 | 5 kills | ||
| -uh.StarzZz`- | 13 | 3 | 3 | 4 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 8-2 in favour of Red Team.
The opening breakthrough came at 0:13 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 8 of the 10 captures. Momentum changed hands 1 time as the scoreline developed. 3 captures were completed solo.
Red 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 9:34, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 8-2.
_-=Pr3dazZz=- stood out as the main objective influence with 1 grab, 1 capture, 32 returns, and an MVP score of 863. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 79 grabs, 19 pickups, 10 captures, 3 solos, 8 assists, 88 flag kills, 35 covers, 0 seals, 69 returns, 62 mid returns, 7 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 47% accuracy and 166 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 2 close-save returns, also known as deleting someone else's highlight clip.
| HPNMCN |
| 136 |
| 42 |
| 68 |
| 0 |
| 220 |
| - |
| 0.62 |
| 38% |
| 21% |
| 0:09 |
| Team Total | 698 | 299 | 214 | 0 | 897 | 16.9 cm | 1.40 | 58% | 35% | 0:29 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 360 | 135 | 90 | 0 | 363 | 36.0 cm | 1.50 | 60% | 42% | 0:07 |
| -cide- | 115 | 56 | 110 | 0 | 331 | 46.0 cm | 0.51 | 34% | 18% | 0:05 |
| .:RattuS:. | 78 | 23 | 99 | 0 | 200 | - | 0.23 | 19% | 13% | 0:06 |
| Team Total | 553 | 214 | 299 | 0 | 894 | 41.0 cm | 0.72 | 42% | 27% | 0:20 |
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.
| 9 |
| 2 |
| 3 kills |
| HPNMCN | 3 | 2 kills |
| .:RattuS:. | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 11 | 1 | 16 kills | |||
| _-=Pr3dazZz=- | 4 | 9 kills | ||||
| -uh.StarzZz`- | 1 | 7 kills | ||||
| -cide- | 3 kills | |||||
| HPNMCN | 3 kills | |||||
| .:RattuS:. | 2 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | _-=Pr3dazZz=- | Defender | 1 | 1 | 0 | 0 | 0 | 40/15 | 35 | 1 | 2 | 30 | 0 | 32 | 2 | 863 |
| - | pho` | Defender | 2 | 3 | 1 | 0 | 0 | 25/- | 71 | 6 | 18 | 19 | 0 | 21 | 2 | 828 |
| - | HPNMCN | Attacker | 20 | 0 | 5 | 0 | 6 | 0/- | 450 | 1 | 3 | 4 | 0 | 5 | 0 | 629 |
| - | -uh.StarzZz`- | Attacker | 25 | 5 | 1 | 2 | 3 | 0/- | 279 | 8 | 11 | 3 | 0 | 4 | 2 | 602 |
| - | -cide- | Attacker | 20 | 1 | 1 | 1 | 6 | 0/- | 165 | 3 | 0 | 2 | 0 | 3 | 1 | 365 |
| - | .:RattuS:. | Attacker | 11 | 0 | 0 | 0 | 8 | 0/- | 0 | 0 | 1 | 4 | 0 | 4 | 0 | 197 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Sawtooth variation | |
| HPNMCN | 30000 | - | - | 109 | 114 | 120 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| .:RattuS:. | 30000 | - | - | 49 | 51 | 79 | 1 | Occasional lag spikes | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 10 | 11 | 11 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 18 | 19 | 21 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Defender | You were one of the players who shaped this match, finishing at 2.07x. You helped keep the score under control with 19 mid returns and 2 clutch returns. You fought efficiently: 166-56 with a 2.96 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| _-=Pr3dazZz=- | Godlike | Defender | You had a huge game and played well above your usual level at 2.06x. You helped keep the score under control with 30 mid returns and 2 clutch returns. You fought efficiently: 135-90 with a 1.50 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| -uh.StarzZz`- | Godlike | Attacker | Well played, this was a fantastic performance at 1.41x. Your grabs and running were a real strength, with 25 grabs turning into 5 caps and 2 solos. 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. |
| -cide- | Stable | Attacker | You were close to your usual level at 0.91x, with room to turn steady play into a bigger influence. Your attacking runs had purpose, with 20 grabs leading to 1 cap and 1 solo. I think survival was your main issue: 56-110 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. |
| HPNMCN | Struggling | Attacker | You had a quieter game than normal at 0.80x; I think the useful part is that your improvement target is visible. 20 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: 42-68 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. |
| .:RattuS:. | Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. You were active on attack with 11 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 23-99 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. |