Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Feb 2026, 22:11
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho`FB | 229 | 117 | 108 | 0 | 267 | 20.3 cm | 1.08 | 52% | 44% | 0:06 |
| JugzZz | 227 | 110 | 91 | 0 | 327 | - | 1.21 | 55% | 34% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| JugzZz | 19 | 4 | 1 | 1 | 5 kills | ||
| PeRcH72 | 20 | 4 | 1 | 4 kills | |||
| pho` | 18 | 7 | 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-Yard-V8a between Red and Blue Team, ending 0-1 in favour of Blue Team.
The opening breakthrough came at 11:34 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established.
pho` stood out as the main objective influence with 14 grabs, 0 captures, 18 returns, and an MVP score of 499. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 57 grabs, 12 pickups, 1 captures, 0 solos, 1 assists, 68 flag kills, 15 covers, 0 seals, 56 returns, 50 mid returns, 6 clutch returns, and 2 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 117 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 27 flag touches and 1 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -cide- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 33 |
| 15 |
| 108 |
| 0 |
| 119 |
| - |
| 0.14 |
| 12% |
| 13% |
| 0:06 |
| Team Total | 489 | 242 | 307 | 0 | 713 | 20.3 cm | 0.79 | 44% | 34% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| PeRcH72 | 216 | 110 | 60 | 0 | 311 | 20.3 cm | 1.83 | 65% | 35% | 0:11 |
| _-=Pr3dazZz=- | 144 | 100 | 91 | 0 | 309 | 36.0 cm | 1.10 | 52% | 34% | 0:07 |
| -cide- | 144 | 97 | 91 | 0 | 264 | 46.0 cm | 1.07 | 52% | 37% | 0:07 |
| Team Total | 504 | 307 | 242 | 0 | 884 | 34.1 cm | 1.27 | 56% | 35% | 0:28 |
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.
| 20 |
| 4 |
| 3 kills |
| -cide- | 16 | 6 | 3 kills |
| {Black_Mage}` | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| JugzZz | 5 | 8 kills | ||||
| PeRcH72 | 6 | 8 kills | ||||
| pho` | 1 | 5 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| -cide- | 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | pho` | Attacker | 14 | 0 | 0 | 0 | 22 | 0/- | 0 | 1 | 3 | 15 | 0 | 18 | 2 | 499 |
| - | PeRcH72 | Defender | 1 | 0 | 0 | 0 | 0 | 15/4 | 0 | 0 | 4 | 15 | 0 | 15 | 1 | 465 |
| - | JugzZz | Defender | 0 | 0 | 0 | 0 | 0 | 17/5 | 0 | 1 | 1 | 14 | 0 | 14 | 0 | 444 |
| - | -cide- | Attacker | 22 | 1 | 0 | 0 | 4 | 0/- | 48 | 5 | 6 | 1 | 1 | 2 | 2 | 271 |
| - | _-=Pr3dazZz=- | Attacker | 10 | 0 | 1 | 0 | 8 | 0/- | 52 | 4 | 1 | 5 | 0 | 7 | 0 | 267 |
| - | {Black_Mage}` | Attacker | 10 | 0 | 0 | 0 | 2 | 0/- | 0 | 1 | 0 | 0 | 1 | 0 | 1 | 94 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| {Black_Mage}` | 25000 | 0 | 0Hz | 31 | 33 | 35 | 0 | Minor variation | |
| pho` | 25000 | 400 | 280Hz | 24 | 25 | 26 | 0 | Good connection | |
| JugzZz | 25000 | 9999 | 360Hz | 90 | 91 | 93 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 26 | 27 | 28 | 0 | Good connection | |
| PeRcH72 | 20000 | - | - | 19 | 20 | 21 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 12 | 13 | 14 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| PeRcH72 | Godlike | Defender | Great game, this was a really strong performance from you at 1.69x. You helped keep the score under control with 15 mid returns and 1 clutch return. You fought efficiently: 110-60 with a 1.83 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| JugzZz | Godlike | Defender | Great game, this was a really strong performance from you at 1.60x. You helped keep the score under control with 14 mid returns. 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. |
| pho` | Godlike | Attacker | You had a huge game and played well above your usual level at 1.47x. Your flag pressure was good with 14 grabs, and working closer with your team would make those grabs more dangerous. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| -cide- | Stable | Attacker | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 22 grabs led to 1 cap. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. The instinct to go quickly is useful, but avoid turning fast grabs into isolated cherry-pick deaths. |
| _-=Pr3dazZz=- | 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 10 grabs, and working closer with your team would make those grabs more dangerous. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| {Black_Mage}` | Feeding | Attacker | You had a rough game at 0.39x, so I think your goal should be to simplify and rebuild from safer plays. As an attacker, you kept pressure on the enemy base with 10 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 15-108 means you died too often before you could put enough pressure on the enemy or help your team objective. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |