Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Jan 2026, 18:31
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 323 | 133 | 121 | 0 | 409 | 13.5 cm | 1.10 | 52% | 33% | 0:07 |
| -cide- | 235 | 129 | 155 | 0 | 406 | 46.0 cm | 0.83 | 45% | 32% | 0:06 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ownage | 32 | 7 | 4 | 1 | 5 kills | ||
| -uh.StarzZz`- | 17 | 6 | 1 | 4 kills | |||
| Skirmish | 15 | 9 | 3 kills | ||||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 2-3 in favour of Blue Team.
The opening breakthrough came at 2:41 when -cide- scored for Red Team. Blue Team created more scoring chances, converting 3 of the 5 captures. Momentum changed hands 1 time as the scoreline developed. 3 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 16:07, with aMpEnergy finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-3.
-uh.StarzZz`- stood out as the main objective influence with 1 grab, 0 captures, 23 returns, and an MVP score of 745. aMpEnergy made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 74 grabs, 19 pickups, 5 captures, 2 solos, 2 assists, 88 flag kills, 16 covers, 0 seals, 69 returns, 63 mid returns, 6 clutch returns, and 2 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 41% accuracy and 186 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 23 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: aMpEnergy logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
| 132 |
| 92 |
| 160 |
| 0 |
| 352 |
| 58.3 cm |
| 0.57 |
| 37% |
| 26% |
| 0:06 |
| Team Total | 690 | 354 | 436 | 0 | 1167 | 39.3 cm | 0.81 | 45% | 31% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| ownageFB | 347 | 186 | 106 | 0 | 457 | - | 1.75 | 64% | 41% | 0:09 |
| aMpEnergy | 182 | 121 | 120 | 0 | 403 | - | 1.01 | 50% | 30% | 0:08 |
| Skirmish | 181 | 129 | 128 | 0 | 435 | - | 1.01 | 50% | 30% | 0:07 |
| Team Total | 710 | 436 | 354 | 0 | 1295 | - | 1.23 | 55% | 34% | 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.
| 24 |
| 1 |
| 1 |
| 4 kills |
| -cide- | 15 | 6 | 1 | 4 kills |
| Broken_Soul | 11 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 11 | 9 kills | ||||
| -uh.StarzZz`- | 5 | 6 kills | ||||
| Skirmish | 1 | 5 kills | ||||
| aMpEnergy | 4 kills | |||||
| -cide- | 4 kills | |||||
| Broken_Soul | 4 kills |
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
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`- | Defender | 1 | 0 | 1 | 0 | 0 | 30/8 | 48 | 3 | 1 | 22 | 0 | 23 | 1 | 745 |
| - | ownage | Defender | 2 | 1 | 0 | 0 | 0 | 28/7 | 30 | 4 | 3 | 22 | 0 | 24 | 1 | 731 |
| - | -cide- | Attacker | 20 | 2 | 0 | 1 | 15 | 0/- | 152 | 3 | 5 | 9 | 0 | 10 | 1 | 522 |
| - | Skirmish | Attacker | 24 | 1 | 1 | 1 | 3 | 0/- | 170 | 2 | 3 | 1 | 1 | 2 | 1 | 401 |
| - | aMpEnergy | Attacker | 16 | 1 | 0 | 0 | 6 | 0/- | 100 | 6 | 0 | 3 | 1 | 4 | 2 | 399 |
| - | Broken_Soul | Attacker | 11 | 0 | 0 | 0 | 6 | 0/- | 0 | 1 | 4 | 6 | 0 | 6 | 0 | 289 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 9 | 10 | 11 | 0 | Good connection | |
| Broken_Soul | 30000 | - | - | 26 | 28 | 29 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 26 | 29 | 30 | 0 | Bumpy connection | |
| aMpEnergy | 25000 | 290 | 0Hz | 112 | 114 | 118 | 0 | Good connection | |
| Skirmish | 30000 | 299 | - | 76 | 77 | 79 | 0 | Good connection | |
| ownage | 30000 | - | - | 112 | 114 | 115 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ownage | Godlike | Defender | Great game, this was a really strong performance from you at 1.94x. As a defender, your standout work was stopping danger before it became a cap: 22 mid returns and 1 clutch return. You fought efficiently: 186-106 with a 1.75 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. |
| -uh.StarzZz`- | Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.79x. As a defender, your standout work was stopping danger before it became a cap: 22 mid returns and 1 clutch return. 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. |
| -cide- | Godlike | Attacker | Well played, this was a fantastic performance at 1.48x. Your grabs and running were a real strength, with 20 grabs turning into 2 caps and 1 solo. 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. |
| aMpEnergy | Godlike | Attacker | Great game, this was a really strong performance from you at 1.39x. Your flag work was one of your best areas, with 16 grabs producing 1 cap. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |
| Skirmish | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.32x. You ran the flag well and gave your team end product: 1 cap and 1 solo from 24 grabs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. |
| Broken_Soul | Struggling | Attacker | You dipped below your usual level at 0.80x, but I think there are clear areas you can tighten next match. You kept looking for the flag with 11 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 92-160 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |