Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Sept 2025, 21:54
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| ownage | 283 | 132 | 93 | 0 | 328 | - | 1.42 | 59% | 45% | 0:07 |
| _-=Pr3dazZz=- | 209 | 76 | 82 | 0 | 302 | 36.0 cm | 0.93 | 48% | 28% | 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 |
|---|---|---|---|---|---|---|---|
| ownage | 28 | 7 | 3 | 2 | 5 kills | ||
| (FT)jmoney | 15 | 1 | 1 | 5 kills | |||
| localhero | 13 | 6 | 2 | 4 kills | |||
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Generated from the match events and player statistics.
A tight game of 3v3 Instagib CTF took place on CTF-UH-Yard-2025b between Red and Blue Team, ending 3-2 in favour of Red Team.
The opening breakthrough came at 2:19 when (FT)jmoney scored for Blue Team. Red Team created more scoring chances, converting 3 of the 5 captures. Momentum changed hands 1 time as the scoreline developed. 2 captures were completed solo.
Red 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 9:14, with ownage finishing for Red Team on a solo run. That score set the closing shape of the match at 3-2.
ownage stood out as the main objective influence with 15 grabs, 3 captures, 11 returns, and an MVP score of 743. ownage made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 61 grabs, 23 pickups, 5 captures, 1 solos, 3 assists, 79 flag kills, 27 covers, 0 seals, 56 returns, 48 mid returns, 8 clutch returns, and 2 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 45% accuracy and 132 kills.
Banter read: ownage had the kind of objective influence that makes the losing team start reviewing every route choice.
Cherry watch: localhero logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 96 |
| 57 |
| 93 |
| 0 |
| 213 |
| 20.3 cm |
| 0.61 |
| 38% |
| 27% |
| 0:07 |
| Team Total | 588 | 265 | 268 | 0 | 843 | 28.1 cm | 0.99 | 50% | 34% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| (FT)jmoneyFB | 235 | 95 | 86 | 0 | 258 | - | 1.10 | 52% | 37% | 0:07 |
| localhero | 178 | 104 | 85 | 0 | 308 | - | 1.22 | 55% | 35% | 0:07 |
| Broken_Soul | 124 | 69 | 94 | 0 | 243 | 58.3 cm | 0.73 | 42% | 34% | 0:06 |
| Team Total | 537 | 268 | 265 | 0 | 809 | 58.3 cm | 1.01 | 50% | 35% | 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.
| 9 |
| 1 |
| 2 |
| 4 kills |
| PeRcH72 | 6 | 4 | 3 kills |
| Broken_Soul | 12 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 5 | 6 kills | ||||
| (FT)jmoney | 5 | 6 kills | ||||
| localhero | 2 | 5 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| PeRcH72 | 1 | 5 kills | ||||
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | ownage | Attacker | 15 | 3 | 0 | 1 | 17 | 0/- | 300 | 7 | 2 | 6 | 0 | 11 | 4 | 743 |
| - | (FT)jmoney | Defender | 1 | 2 | 0 | 0 | 0 | 25/10 | 48 | 5 | 0 | 17 | 0 | 17 | 0 | 539 |
| - | _-=Pr3dazZz=- | Defender | 0 | 0 | 0 | 0 | 0 | 19/2 | 0 | 0 | 7 | 13 | 0 | 15 | 2 | 495 |
| - | localhero | Attacker | 13 | 0 | 2 | 0 | 11 | 0/- | 98 | 5 | 5 | 5 | 1 | 5 | 0 | 345 |
| - | Broken_Soul | Attacker | 17 | 0 | 0 | 0 | 3 | 0/- | 54 | 1 | 9 | 4 | 0 | 5 | 1 | 295 |
| - | PeRcH72 | Attacker | 15 | 0 | 1 | 0 | 4 | 0/- | 0 | 5 | 4 | 3 | 1 | 3 | 1 | 221 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| PeRcH72 | 25000 | 300 | 175Hz | 23 | 24 | 25 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 10 | 10 | 11 | 0 | Good connection | |
| ownage | 30000 | - | - | 108 | 112 | 118 | 0 | Minor variation | |
| Broken_Soul | 30000 | - | - | 12 | 13 | 14 | 0 | Good connection | |
| localhero | 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | |
| (FT)jmoney | 30000 | - | - | 105 | 106 | 108 | 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 | Attacker | You should be happy with this one; your performance was well above your usual level at 1.90x. Your flag work was one of your best areas, with 15 grabs producing 3 caps and 1 solo. You fought efficiently: 132-93 with a 1.42 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. |
| (FT)jmoney | Godlike | Defender | You had a huge game and played well above your usual level at 1.64x. You helped keep the score under control with 17 mid returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| _-=Pr3dazZz=- | Godlike | Defender | This was excellent work from you, with your match rating landing at 1.32x. You helped keep the score under control with 13 mid returns and 2 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
| localhero | Dominating | Attacker | You played well and finished above your usual level at 1.23x. 13 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 55% efficiency shows the fight selection was generally good. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |
| Broken_Soul | Stable | Attacker | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. Your flag pressure was good with 17 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 69-94 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. |
| PeRcH72 | Struggling | Attacker | You dipped below your usual level at 0.75x, but I think there are clear areas you can tighten next match. You created plenty of starts with 15 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 57-93 means you died too often before you could put enough pressure on the enemy or help your team objective. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. |