Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jun 2026, 14:23
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 85 | 51 | 89 | 0 | 178 | 36.0 cm | 0.57 | 36% | 29% | 0:07 |
| Team Total | 85 | 51 | 89 | 0 | 178 | 36.0 cm | 0.57 | 36% | 29% | 0:07 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| _-=Pr3dazZz=- | -uh.StarzZz`- | 51 |
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | _-=Pr3dazZz=- | 89 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 4 | 3 | 1 | 4 kills | |||
| _-=Pr3dazZz=- | 1 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 3 | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 0-21 in favour of Blue Team.
The opening breakthrough came at 0:23 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 21 of the 21 captures. The scoring pattern stayed relatively stable once the first lead was established. 21 captures were completed solo.
The final capture arrived at 10:16, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-21.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 89 kills.
Lama watch: _-=Pr3dazZz=- finished with 27 lama score from 51 kills and 12 objective actions, which is the stats page politely asking what the plan was.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| -uh.StarzZz`-FB | 418 | 89 | 51 | 0 | 220 | 13.5 cm | 1.75 | 64% | 40% | 0:12 |
| Team Total | 418 | 89 | 51 | 0 | 220 | 13.5 cm | 1.75 | 64% | 40% | 0:13 |
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.
| 12 kills |
| _-=Pr3dazZz=- | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -uh.StarzZz`- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 418 |
| - | _-=Pr3dazZz=- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 85 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 18 | 18 | 18 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 16 | 16 | 16 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Godlike | Attacker | Great game, this was a really strong performance from you at 1.74x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 89-51 with a 1.75 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| _-=Pr3dazZz=- | Feeding | Attacker | You had a tough match at 0.47x, well below your usual level, but I think it is fixable. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. I think survival was your main issue: 51-89 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. |