Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Apr 2026, 20:43
The Last Command - Clan League Edition
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide-FB | 317 | 153 | 122 | 6 | 450 | 46.0 cm | 1.25 | 56% | 34% | 0:32 |
| ownage | 253 | 111 | 60 | 0 | 278 | - | 1.85 | 65% | 41% | 0:16 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ownage | 11 | 2 | 3 kills | ||||
| localhero | 8 | 2 kills | |||||
| -cide- | 15 | 2 | 2 | 4 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought game of 4v5 Instagib CTF took place on CTF-Command-S6 between Red and Blue Team, ending 9-4 in favour of Red Team.
The opening breakthrough came at 0:44 when {Black_Mage}` scored for Red Team. Red Team created more scoring chances, converting 9 of the 13 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 14:05, with -cide- finishing for Red Team. That score set the closing shape of the match at 9-4.
-cide- stood out as the main objective influence with 16 grabs, 3 captures, 13 returns, and an MVP score of 560. _-=Pr3dazZz=- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 75 grabs, 33 pickups, 13 captures, 6 solos, 8 assists, 95 flag kills, 34 covers, 5 seals, 58 returns, 22 mid returns, 4 clutch returns, and 0 cherry picks.
ownage supplied the sharpest shooting numbers, finishing with 41% accuracy and 111 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.
Lama watch: localhero finished with 21 lama score from 67 kills and 23 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 180 |
| 75 |
| 62 |
| 3 |
| 221 |
| 36.0 cm |
| 1.21 |
| 54% |
| 35% |
| 0:15 |
| {Black_Mage}` | 47 | 11 | 72 | 1 | 78 | - | 0.15 | 13% | 14% | 0:13 |
| Team Total | 797 | 350 | 316 | 10 | 1027 | 41.0 cm | 1.11 | 53% | 35% | 1:18 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| localhero | 150 | 67 | 62 | 1 | 175 | - | 1.08 | 52% | 39% | 0:15 |
| -cide-FB | 142 | 72 | 80 | 0 | 231 | 46.0 cm | 0.90 | 47% | 31% | 0:12 |
| pato^ | 137 | 62 | 63 | 2 | 169 | - | 0.98 | 49% | 37% | 0:15 |
| -uh.StarzZz`- | 111 | 67 | 74 | 3 | 206 | 13.5 cm | 0.91 | 47% | 35% | 0:13 |
| Broken_Soul | 87 | 48 | 71 | 0 | 209 | 58.3 cm | 0.68 | 40% | 23% | 0:13 |
| Team Total | 627 | 316 | 350 | 6 | 990 | 39.3 cm | 0.90 | 47% | 33% | 1:11 |
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.
| 8 |
| 1 |
| 3 kills |
| pato^ | 8 | 1 | 3 kills |
| Broken_Soul | 4 | 2 | 3 kills |
| -cide- | 3 | 2 | 3 kills |
| -uh.StarzZz`- | 8 | 2 kills |
| {Black_Mage}` | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 6 | 8 kills | ||||
| localhero | 3 | 8 kills | ||||
| -cide- | 3 | 6 kills | ||||
| _-=Pr3dazZz=- | 2 | 5 kills | ||||
| pato^ | 1 | 5 kills | ||||
| Broken_Soul | 1 | 5 kills | ||||
| -cide- | 4 kills | |||||
| -uh.StarzZz`- | 3 kills | |||||
| {Black_Mage}` | 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 16 | 3 | 2 | 0 | 19 | 0/- | 0 | 7 | 14 | 4 | 0 | 13 | 0 | 560 |
| - | ownage | Attacker | 14 | 4 | 1 | 2 | 10 | 0/- | 0 | 7 | 11 | 2 | 0 | 3 | 0 | 440 |
| - | _-=Pr3dazZz=- | Defender | 1 | 0 | 1 | 0 | 0 | 15/6 | 0 | 1 | 2 | 3 | 0 | 14 | 3 | 403 |
| - | pato^ | Defender | 0 | 0 | 0 | 0 | 0 | 15/3 | 0 | 0 | 0 | 4 | 0 | 11 | 1 | 284 |
| - | -cide- | Attacker | 16 | 2 | 1 | 1 | 5 | 0/- | 0 | 2 | 3 | 4 | 0 | 4 | 0 | 275 |
| - | localhero | Defender | 0 | 0 | 0 | 0 | 0 | 19/5 | 0 | 0 | 1 | 3 | 0 | 7 | 0 | 269 |
| - | -uh.StarzZz`- | Attacker | 14 | 1 | 1 | 1 | 5 | 0/- | 0 | 4 | 1 | 2 | 0 | 3 | 0 | 196 |
| - | {Black_Mage}` | Attacker | 7 | 2 | 2 | 2 | 1 | 0/- | 0 | 6 | 0 | 0 | 0 | 0 | 0 | 145 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 17 | 43 | 72 | 0 | Sawtooth variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 18 | 18 | 22 | 0 | Bumpy connection | |
| {Black_Mage}` | 25000 | 0 | 0Hz | 30 | 33 | 39 | 0 | Sawtooth variation | |
| ownage | 20000 | - | - | 109 | 111 | 117 | 0 | Minor variation | |
| Broken_Soul | 30000 | - | - | 20 | 22 | 24 | 0 | Sawtooth variation | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 16 | 17 | 17 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 22 | 23 | 24 | 0 | Good connection | |
| localhero | 20000 | - | - | 21 | 21 | 22 | 0 | Good connection | |
| pato^ | 20000 | - | - | 32 | 35 | 40 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | You were one of the players who shaped this match, finishing at 2.24x. You were dangerous with the flag: 16 grabs led to 3 caps. 6 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| ownage | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.69x. Excellent flag running from you: 14 grabs became 4 caps and 2 solos. You fought efficiently: 111-60 with a 1.85 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=- | Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.26x. Your defensive timing was good: 3 mid returns and 3 clutch returns cut off runs at important moments. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| -cide- | Dominating | Attacker | You played well and finished above your usual level at 1.12x. Excellent flag running from you: 16 grabs became 2 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| pato^ | Stable | Defender | You played around your normal level at 1.09x, so your focus should be small improvements rather than a full reset. Your defensive timing was good: 4 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: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| localhero | Stable | Defender | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. Your defensive timing was good: 3 mid returns 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. |
| {Black_Mage}` | Struggling | Attacker | You dipped below your usual level at 0.87x, but I think there are clear areas you can tighten next match. Very strong flag running: you made 7 grabs count with 2 caps and 2 solos. I think survival was your main issue: 11-72 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. |
| -uh.StarzZz`- | Struggling | Attacker | You had a quieter game than normal at 0.78x; I think the useful part is that your improvement target is visible. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 14 grabs. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Broken_Soul | Feeding | Attacker | You had a rough game at 0.65x, so I think your goal should be to simplify and rebuild from safer plays. Excellent flag running from you: 7 grabs became 1 cap. I think survival was your main issue: 48-71 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. |