Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Oct 2025, 20:08
Ruins of Azure
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 293 | 135 | 73 | 0 | 393 | - | 1.85 | 65% | 35% | 0:09 | |
| 132 | 74 | 77 | 0 | 298 | 36.0 cm | 0.96 | 49% | 25% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 2 | 1 | 4 kills | ||||
| 22 | 8 | 3 | 1 | 5 kills | |||
| 18 | 3 | 1 | 1 | 5 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 2-4 in favour of Blue Team.
The opening breakthrough came at 1:25 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 10:18, with -uh.StarzZz`- finishing for Blue Team. That score set the closing shape of the match at 2-4.
-cide- stood out as the main objective influence with 26 grabs, 3 captures, 21 returns, and an MVP score of 894. silent made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 69 grabs, 27 pickups, 6 captures, 1 solos, 5 assists, 90 flag kills, 30 covers, 0 seals, 62 returns, 58 mid returns, 4 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 35% accuracy and 135 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 41 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: silent 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.
| 108 |
| 45 |
| 81 |
| 0 |
| 262 |
| - |
| 0.56 |
| 36% |
| 17% |
| 0:08 |
| Team Total | 533 | 254 | 231 | 0 | 953 | 36.0 cm | 1.10 | 52% | 27% | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 348 | 148 | 174 | 0 | 543 | 46.0 cm | 0.85 | 46% | 27% | 0:15 | |
| 243 | 83 | 80 | 0 | 293 | 13.5 cm | 1.04 | 51% | 29% | 0:08 | |
| Team Total | 591 | 231 | 254 | 0 | 836 | 29.7 cm | 0.91 | 48% | 28% | 0:23 |
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 |
| 2 kills |
| 5 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 11 kills | |||||
| 7 | 1 | 10 kills | ||||
| 2 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 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 | 26 | 3 | 3 | 0 | 24 | 0/- | 0 | 15 | 12 | 20 | 0 | 21 | 1 | 894 | |
| -🇬🇧 | Defender | 1 | 1 | 1 | 0 | 0 | 25/5 | 0 | 3 | 0 | 18 | 0 | 19 | 1 | 756 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 31/9 | 0 | 1 | 3 | 17 | 0 | 17 | 0 | 620 | |
| -🇳🇱 |
| Attacker |
| 21 |
| 1 |
| 0 |
| 0 |
| 6 |
| 0/- |
| 0 |
| 3 |
| 7 |
| 1 |
| 0 |
| 3 |
| 2 |
| 289 |
| -🇬🇧 | Attacker | 20 | 1 | 1 | 1 | 4 | 0/- | 0 | 5 | 8 | 2 | 0 | 2 | 0 | 281 |
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 | - | - | 22 | 24 | 26 | 0 | Sawtooth variation | ||
| 30000 | 498 | 498Hz | 9 | 9 | 11 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 109 | 113 | 129 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 15 | 21 | 25 | 0 | Sawtooth variation |
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 2.30x. Excellent flag running from you: 26 grabs became 3 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 1.64x. As a defender, your standout work was stopping danger before it became a cap: 17 mid returns. You fought efficiently: 135-73 with a 1.85 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Godlike | Defender | Well played, this was a fantastic performance at 1.53x. Your defensive timing was good: 18 mid returns and 1 clutch return cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Struggling | Attacker | You were below your usual level at 0.86x, so cleaner decisions and timing will matter most for you. Your attacking runs had purpose, with 20 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. | |
| Struggling | Attacker | You had a quieter game than normal at 0.83x; I think the useful part is that your improvement target is visible. Your grabs and running were a real strength, with 21 grabs turning into 1 cap. I think survival was your main issue: 45-81 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |