Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Mar 2026, 22:19
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 264 | 138 | 59 | 0 | 329 | 13.5 cm | 2.34 | 70% | 45% | 0:11 | |
| 152 | 88 | 73 | 0 | 252 | - | 1.21 | 55% | 37% | 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 |
|---|---|---|---|---|---|---|---|
| 24 | 10 | 1 | 2 | 5 kills | |||
| 21 | 5 | 2 | 1 | 5 kills | |||
| 8 | 4 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-UH-Azure-v3 between Red and Blue Team, ending 2-0 in favour of Red Team.
The opening breakthrough came at 7:57 when -uh.Pr3DazZz scored for Red Team. Red Team created more scoring chances, converting 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 9:39, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 2-0.
dupthegodless stood out as the main objective influence with 3 grabs, 0 captures, 24 returns, and an MVP score of 683. dupthegodless made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 61 grabs, 23 pickups, 2 captures, 1 solos, 1 assists, 82 flag kills, 24 covers, 0 seals, 59 returns, 53 mid returns, 6 clutch returns, and 1 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 45% accuracy and 138 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Cherry watch: Broken_Soul logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 116 |
| 59 |
| 89 |
| 0 |
| 190 |
| 58.3 cm |
| 0.66 |
| 40% |
| 34% |
| 0:07 |
| Team Total | 532 | 285 | 221 | 0 | 771 | 35.9 cm | 1.29 | 56% | 40% | 0:27 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 315 | 115 | 89 | 0 | 348 | - | 1.29 | 56% | 35% | 0:07 | |
| 175 | 96 | 100 | 0 | 258 | 20.3 cm | 0.96 | 49% | 37% | 0:06 | |
| 24 | 10 | 96 | 0 | 66 | - | 0.10 | 9% | 15% | 0:06 | |
| Team Total | 514 | 221 | 285 | 0 | 672 | 20.3 cm | 0.78 | 44% | 34% | 0:21 |
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.
| 16 |
| 5 |
| 2 |
| 4 kills |
| 6 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 9 | 2 | 11 kills | ||||
| 2 | 8 kills | |||||
| 1 | 6 kills | |||||
| 2 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇨🇦 | Defender | 3 | 0 | 0 | 0 | 0 | 33/15 | 0 | 1 | 4 | 21 | 0 | 24 | 3 | 683 | |
| -🇬🇧 | Defender | 0 | 1 | 0 | 0 | 0 | 21/- | 2 | 3 | 8 | 15 | 0 | 15 | 0 | 520 | |
| -🇬🇧 | Attacker | 15 | 1 | 0 | 1 | 6 | 0/- | 100 | 7 | 7 | 5 | 0 | 5 | 0 | 340 | |
| -🇬🇧 | Attacker | 11 | 0 | 0 | 0 | 12 | 0/- | 0 | 5 | 5 | 5 | 0 | 8 | 2 | 338 | |
| -🇬🇧 | Attacker | 19 | 0 | 1 | 0 | 9 | 0/- | 98 | 4 | 0 | 7 | 1 | 7 | 0 | 303 | |
| -🇧🇪 | Attacker | 13 | 0 | 0 | 0 | 1 | 0/- | 0 | 3 | 0 | 0 | 0 | 0 | 1 | 110 |
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 | 20 | 21 | 22 | 0 | Good connection | ||
| 20000 | - | - | 21 | 23 | 28 | 0 | Sawtooth variation | ||
| 20000 | - | - | 17 | 17 | 18 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 40 | 44 | 48 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 21 | 22 | 23 | 0 | Good connection | ||
| 30000 | 999 | 0Hz | 133 | 134 | 134 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | I think this was one of your stronger performances, coming in at 2.07x. As a defender, your standout work was stopping danger before it became a cap: 21 mid returns and 3 clutch returns. You fought efficiently: 115-89 with a 1.29 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. | |
| Godlike | Defender | You played a really good game here and your 1.67x rating shows it. You helped keep the score under control with 15 mid returns. You fought efficiently: 138-59 with a 2.34 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Dominating | Attacker | I think this was a good step up from your normal game, with a 1.14x rating. Your attacking runs had purpose, with 15 grabs leading to 1 cap 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 | I think you had a steady game at 1.04x; one or two stronger moments would lift it nicely. You kept looking for the flag with 11 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Stable | Attacker | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. As an attacker, you kept pressure on the enemy base with 19 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 59-89 means you died too often before you could put enough pressure on the enemy or help your team objective. Stay brave on attack, just make the early grab happen with support instead of gambling alone. | |
| Feeding | Attacker | You had a tough match at 0.36x, well below your usual level, but I think it is fixable. You were active on attack with 13 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 10-96 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. |