Unreal HeavenThe home of 2v2 and 3v3 iCTF31 Jul 2025, 20:51
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 311 | 145 | 192 | 0 | 612 | 46.0 cm | 0.76 | 43% | 25% | 0:13 | |
| 154 | 88 | 95 | 0 | 289 | 20.3 cm | 0.93 | 48% | 30% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 31 | ||
| 63 | ||
| 51 | ||
| 38 | ||
| 18 | ||
| 32 |
| Killer | Victim | |
|---|---|---|
| 68 | ||
| 36 | ||
| 67 | ||
| 28 | ||
| 57 | ||
| 31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 6 | 1 | 5 kills | ||||
| 16 | 4 | 2 | 4 kills | ||||
| 16 | 4 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v3 Instagib CTF took place on CTF-Yard-v3 between Red and Blue Team, ending 3-7 in favour of Blue Team.
The opening breakthrough came at 1:56 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:45, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 3-7.
-cide- stood out as the main objective influence with 14 grabs, 1 capture, 15 returns, and an MVP score of 692. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 56 grabs, 22 pickups, 10 captures, 2 solos, 11 assists, 68 flag kills, 42 covers, 0 seals, 46 returns, 45 mid returns, 1 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 32% accuracy and 104 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 21 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 465 |
| 233 |
| 287 |
| 0 |
| 901 |
| 33.1 cm |
| 0.81 |
| 45% |
| 26% |
| 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 259 | 104 | 69 | 0 | 321 | 13.5 cm | 1.51 | 60% | 32% | 0:09 | |
| 217 | 95 | 81 | 0 | 308 | 46.0 cm | 1.17 | 54% | 31% | 0:08 | |
| 176 | 88 | 83 | 0 | 287 | 36.0 cm | 1.06 | 51% | 31% | 0:07 | |
| Team Total | 652 | 287 | 233 | 0 | 916 | 31.8 cm | 1.23 | 55% | 31% | 0:26 |
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.
| 20 |
| 6 |
| 3 kills |
| 16 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 8 kills | |||||
| 1 | 7 kills | |||||
| 2 | 6 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 | 14 | 1 | 4 | 0 | 21 | 0/- | 0 | 7 | 9 | 15 | 0 | 15 | 1 | 692 | |
| -🇬🇧 | Defender | 0 | 4 | 0 | 0 | 0 | 19/5 | 0 | 5 | 11 | 14 | 0 | 14 | 0 | 582 | |
| -🇫🇷 | Attacker | 16 | 3 | 3 | 2 | 9 | 0/- | 0 | 1 | 11 | 7 | 0 | 7 | 0 | 443 | |
| -🇬🇧 | Attacker | 15 | 2 | 0 | 0 | 9 | 0/- | 0 | 5 | 6 | 4 | 0 | 5 | 0 | 388 | |
| -🇬🇧 | Attacker | 11 | 0 | 4 | 0 | 10 | 0/- | 0 | 4 | 5 | 5 | 0 | 5 | 0 | 379 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 17 | 25 | 32 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 13 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 11 | 11 | 11 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 16 | 17 | 19 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 2.00x rating shows it. You looked dangerous whenever you got the flag, and 14 grabs led to 1 cap. I think survival was your main issue: 145-192 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.53x. You carried real threat on attack, turning 16 grabs into 3 caps and 2 solos. 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 | Defender | You put together a top-level game here and finished at 1.52x. Your defensive timing was good: 14 mid returns cut off runs at important moments. You fought efficiently: 104-69 with a 1.51 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. | |
| Stable | Attacker | I think you had a steady game at 1.05x; one or two stronger moments would lift it nicely. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. 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 0.92x; one or two stronger moments would lift it nicely. You carried real threat on attack, turning 15 grabs into 2 caps. 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. |