Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Oct 2025, 20:37
CTF-Bolt_HE (s0urCe edit for UH)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 382 | 157 | 162 | 0 | 467 | 46.0 cm | 0.97 | 49% | 36% | 0:16 | |
| 94 | 55 | 87 | 0 | 191 | - | 0.63 | 39% | 29% | 0:07 | |
| Team Total | 476 | 212 | 249 | 0 | 658 | 46.0 cm | 0.85 | 46% | 32% |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 27 | 10 | 1 | 4 kills | ||||
| 25 | 5 | 3 kills | |||||
| 11 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-UH-Bolt_vS0urCe between Red and Blue Team, ending 2-8 in favour of Blue Team.
The opening breakthrough came at 2:52 when -cide- scored for Red Team. Blue Team created more scoring chances, converting 8 of the 10 captures. Momentum changed hands 1 time as the scoreline developed. 2 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 10:41, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 2-8.
-cide- stood out as the main objective influence with 12 grabs, 2 captures, 23 returns, and an MVP score of 613. -cide- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 67 grabs, 24 pickups, 10 captures, 2 solos, 7 assists, 81 flag kills, 23 covers, 11 seals, 57 returns, 0 mid returns, 4 clutch returns, and 0 cherry picks.
fro"Zele'k* supplied the sharpest shooting numbers, finishing with 44% accuracy and 127 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 16 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 3 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.
| 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 385 | 127 | 70 | 0 | 291 | - | 1.81 | 64% | 44% | 0:09 | |
| 196 | 66 | 69 | 0 | 190 | 13.5 cm | 0.96 | 49% | 35% | 0:09 | |
| 103 | 56 | 73 | 0 | 201 | 36.0 cm | 0.77 | 43% | 28% | 0:09 | |
| Team Total | 684 | 249 | 212 | 0 | 682 | 24.7 cm | 1.17 | 54% | 37% | 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.
| 7 |
| 2 kills |
| 6 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 8 | 8 kills | |||||
| 4 | 7 kills | |||||
| 2 | 5 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 12 | 2 | 0 | 0 | 37 | 0/- | 0 | 4 | 3 | 0 | 0 | 23 | 3 | 613 | |
| -🇬🇧 | Defender | 0 | 3 | 0 | 0 | 0 | 31/9 | 0 | 4 | 5 | 0 | 0 | 26 | 1 | 599 | |
| -🇬🇧 | Attacker | 25 | 4 | 4 | 2 | 6 | 0/- | 0 | 6 | 8 | 0 | 0 | 4 | 0 | 373 | |
| -🇧🇪 | Attacker | 22 | 0 | 1 | 0 | 3 | 0/- | 0 | 5 | 3 | 0 | 0 | 2 | 0 | 206 | |
| -🇬🇧 | Attacker | 8 | 1 | 2 | 0 | 4 | 0/- | 0 | 5 | 4 | 0 | 0 | 2 | 0 | 199 |
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 | 16 | 21 | 25 | 0 | Variable ping | ||
| 30000 | - | - | 19 | 20 | 21 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 9 | 10 | 11 | 0 | Good connection | ||
| 30000 | - | - | 106 | 121 | 134 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You had a huge game and played well above your usual level at 2.45x. Your defensive timing was good: 1 clutch return cut off runs at important moments. You fought efficiently: 127-70 with a 1.81 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Attacker | You played a really good game here and your 2.14x rating shows it. You ran the flag well and gave your team end product: 2 caps from 12 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | Well played, this was a fantastic performance at 1.32x. You looked dangerous whenever you got the flag, and 25 grabs led to 4 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: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Attacker | You had a tough match at 0.66x, well below your usual level, but I think it is fixable. You created plenty of starts with 22 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 55-87 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. | |
| Feeding | Attacker | You had a tough match at 0.66x, well below your usual level, but I think it is fixable. You carried real threat on attack, turning 8 grabs into 1 cap. I think survival was your main issue: 56-73 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |