Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Aug 2025, 20:21
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -MaDTeTa.PrT- | 233 | 139 | 72 | 0 | 354 | - | 1.93 | 66% | 42% | 0:09 |
| _-=Pr3dazZz=- | 148 | 79 | 98 | 0 | 251 | 36.0 cm | 0.81 | 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 |
|---|---|---|---|---|---|---|---|
| -MaDTeTa.PrT- | 14 | 9 | 4 | 4 | 5 kills | ||
| <{xan}>Joschde | 16 | 10 | 3 | 4 kills | |||
| _-=Pr3dazZz=- | 8 | 4 | 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-Yard-v3 between Red and Blue Team, ending 5-1 in favour of Red Team.
The opening breakthrough came at 4:37 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 5 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:10, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 5-1.
-cide- stood out as the main objective influence with 12 grabs, 1 capture, 12 returns, and an MVP score of 549. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 41 grabs, 12 pickups, 6 captures, 2 solos, 2 assists, 46 flag kills, 28 covers, 0 seals, 34 returns, 32 mid returns, 2 clutch returns, and 0 cherry picks.
-MaDTeTa.PrT- supplied the sharpest shooting numbers, finishing with 42% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 15 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: <{xan}>Joschde finished with 36 lama score from 122 kills and 43 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.
| Broken_Soul |
| 136 |
| 66 |
| 102 |
| 0 |
| 240 |
| 58.3 cm |
| 0.65 |
| 39% |
| 28% |
| 0:06 |
| Team Total | 517 | 284 | 272 | 0 | 845 | 47.1 cm | 1.04 | 51% | 35% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 258 | 150 | 205 | 0 | 620 | 46.0 cm | 0.73 | 42% | 27% | 0:12 |
| <{xan}>JoschdeFB | 178 | 122 | 79 | 0 | 341 | - | 1.54 | 61% | 38% | 0:08 |
| Team Total | 436 | 272 | 284 | 0 | 961 | 46.0 cm | 0.96 | 49% | 29% | 0:21 |
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.
| 23 |
| 6 |
| 2 |
| 4 kills |
| Broken_Soul | 7 | 2 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -MaDTeTa.PrT- | 6 | 2 | 1 | 15 kills | ||
| <{xan}>Joschde | 5 | 1 | 11 kills | |||
| _-=Pr3dazZz=- | 4 kills | |||||
| -cide- | 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 12 | 1 | 0 | 1 | 14 | 0/- | 0 | 3 | 5 | 11 | 0 | 12 | 1 | 549 |
| - | -MaDTeTa.PrT- | Defender | 0 | 0 | 0 | 0 | 0 | 11/3 | 0 | 0 | 12 | 7 | 0 | 7 | 1 | 445 |
| - | <{xan}>Joschde | Attacker | 5 | 0 | 0 | 0 | 12 | 0/- | 0 | 1 | 4 | 6 | 0 | 6 | 0 | 361 |
| - | _-=Pr3dazZz=- | Attacker | 10 | 2 | 1 | 0 | 6 | 0/- | 0 | 4 | 6 | 5 | 0 | 6 | 0 | 312 |
| - | Broken_Soul | Attacker | 14 | 3 | 1 | 1 | 3 | 0/- | 0 | 4 | 1 | 3 | 0 | 3 | 0 | 270 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 30000 | - | - | 13 | 14 | 17 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 0 | 498Hz | 10 | 10 | 11 | 0 | Good connection | |
| -MaDTeTa.PrT- | 30000 | - | - | 46 | 49 | 51 | 0 | Minor variation | |
| -cide- | 25000 | 360 | 240Hz | 17 | 25 | 32 | 2 | Occasional lag spikes | |
| <{xan}>Joschde | 30000 | - | - | 30 | 30 | 31 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.79x. You carried real threat on attack, turning 12 grabs into 1 cap and 1 solo. I think survival was your main issue: 150-205 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. |
| -MaDTeTa.PrT- | Dominating | Defender | Good game from you, with your performance coming in above normal at 1.19x. You helped keep the score under control with 7 mid returns and 1 clutch return. You fought efficiently: 139-72 with a 1.93 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. |
| Broken_Soul | Stable | Attacker | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 3 caps and 1 solo from 14 grabs. I think survival was your main issue: 66-102 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. |
| _-=Pr3dazZz=- | Stable | Attacker | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 10 grabs into 2 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. |
| <{xan}>Joschde | Stable | Attacker | You played around your normal level at 0.93x, so your focus should be small improvements rather than a full reset. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 122-79 with a 1.54 K/D, and I think you played your role in the team well. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |