Unreal HeavenThe home of 2v2 and 3v3 iCTF2 Oct 2025, 19:40
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 216 | 70 | 88 | 0 | 323 | 36.0 cm | 0.80 | 44% | 26% | 0:08 | |
| 212 | 105 | 78 | 0 | 342 | - | 1.35 | 57% | 33% | 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 |
|---|---|---|---|---|---|---|---|
| 11 | 3 | 1 | 1 | 5 kills | |||
| 14 | 5 | 3 | 2 | 5 kills | |||
| 23 | 10 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-UH-Azure between Red and Blue Team, ending 1-5 in favour of Blue Team.
The opening breakthrough came at 1:44 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:42, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-5.
-cide- stood out as the main objective influence with 33 grabs, 4 captures, 13 returns, and an MVP score of 858. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 60 grabs, 40 pickups, 6 captures, 1 solos, 4 assists, 94 flag kills, 41 covers, 0 seals, 54 returns, 47 mid returns, 7 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 36% accuracy and 87 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 56 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.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 178 |
| 87 |
| 80 |
| 0 |
| 242 |
| 20.3 cm |
| 1.09 |
| 52% |
| 36% |
| 0:09 |
| Team Total | 606 | 262 | 246 | 0 | 907 | 28.1 cm | 1.07 | 52% | 31% | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 376 | 165 | 164 | 0 | 587 | 46.0 cm | 1.01 | 50% | 30% | 0:17 | |
| 202 | 81 | 98 | 1 | 275 | 13.5 cm | 0.83 | 45% | 31% | 0:07 | |
| Team Total | 578 | 246 | 262 | 1 | 862 | 29.7 cm | 0.94 | 48% | 30% | 0:25 |
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.
| 11 |
| 3 |
| 1 |
| 5 kills |
| 10 | 1 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 1 | 10 kills | ||||
| 6 | 8 kills | |||||
| 1 | 8 kills | |||||
| 1 | 5 kills | |||||
| 2 | 5 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 | 33 | 4 | 3 | 0 | 21 | 0/- | 0 | 23 | 20 | 11 | 0 | 13 | 2 | 858 | |
| -🇬🇧 | Defender | 0 | 1 | 1 | 0 | 0 | 15/2 | 0 | 7 | 7 | 12 | 0 | 13 | 1 | 576 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 24/10 | 0 | 2 | 0 | 13 | 0 | 14 | 2 | 557 | |
| -🇧🇪 | Attacker | 14 | 1 | 0 | 1 | 18 | 0/- | 0 | 3 | 7 | 6 | 0 | 6 | 1 | 483 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 16 | 0/- | 0 | 5 | 7 | 5 | 0 | 8 | 1 | 418 |
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 | - | - | 30 | 35 | 45 | 0 | Rhythmic fluctuation | ||
| 30000 | 498 | 498Hz | 8 | 9 | 11 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 19 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 15 | 21 | 27 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.39x. Your attacking runs had purpose, with 33 grabs leading to 4 caps. 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 | This was excellent work from you, with your match rating landing at 1.29x. You looked dangerous whenever you got the flag, and 14 grabs led to 1 cap and 1 solo. You fought efficiently: 105-78 with a 1.35 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Defender | Good game from you, with your performance coming in above normal at 1.22x. You helped keep the score under control with 13 mid returns and 2 clutch returns. I think survival was your main issue: 70-88 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Dominating | Defender | You were sharp in this match and pushed above your usual level at 1.22x. As a defender, your standout work was stopping danger before it became a cap: 12 mid returns and 1 clutch return. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Stable | Attacker | You were close to your usual level at 1.01x, with room to turn steady play into a bigger influence. Your flag pressure was good with 13 grabs, and working closer with your team would make those grabs more dangerous. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |