Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jul 2025, 21:06
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 217 | 64 | 80 | 0 | 194 | 46.0 cm | 0.80 | 44% | 33% | 0:08 | |
| 201 | 68 | 84 | 2 | 207 | 13.5 cm | 0.81 | 44% | 33% | 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 |
|---|---|---|---|---|---|---|---|
| 16 | 7 | 1 | 1 | 5 kills | |||
| 17 | 4 | 3 | 4 kills | ||||
| 12 | 2 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v2 Instagib CTF took place on CTF-FB-CommandArena-V3 between Red and Blue Team, ending 11-6 in favour of Red Team.
The opening breakthrough came at 0:38 when -cide- scored for Red Team. Red Team created more scoring chances, converting 11 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:51, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 11-6.
-cide- stood out as the main objective influence with 38 grabs, 5 captures, 5 returns, and an MVP score of 504. -uh.StarzZz`- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 74 grabs, 18 pickups, 17 captures, 12 solos, 6 assists, 74 flag kills, 39 covers, 3 seals, 56 returns, 3 mid returns, 6 clutch returns, and 0 cherry picks.
BoSS~VanZke supplied the sharpest shooting numbers, finishing with 40% accuracy and 103 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 42 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -uh.StarzZz`- produced 3 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 200 |
| 75 |
| 70 |
| 3 |
| 226 |
| 36.0 cm |
| 1.07 |
| 51% |
| 34% |
| 0:09 |
| Team Total | 618 | 207 | 234 | 5 | 627 | 31.8 cm | 0.88 | 47% | 33% | 0:25 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 282 | 131 | 148 | 6 | 473 | 46.0 cm | 0.89 | 47% | 29% | 0:17 | |
| 252 | 103 | 59 | 1 | 258 | - | 1.75 | 63% | 40% | 0:11 | |
| Team Total | 534 | 234 | 207 | 7 | 731 | 46.0 cm | 1.13 | 53% | 32% | 0:29 |
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 |
| 2 |
| 3 kills |
| 9 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 1 | 11 kills | ||||
| 4 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇭🇺 | Attacker | 38 | 5 | 2 | 4 | 10 | 0/- | 0 | 4 | 7 | 0 | 0 | 5 | 2 | 504 | |
| -🇧🇪 | Defender | 0 | 1 | 1 | 0 | 0 | 27/11 | 0 | 2 | 4 | 1 | 0 | 20 | 1 | 473 | |
| -🇩🇪 | Attacker | 17 | 8 | 0 | 5 | 8 | 0/- | 0 | 7 | 6 | 1 | 0 | 7 | 0 | 431 | |
| -🇬🇧 | Attacker | 19 | 3 | 3 | 3 | 8 | 0/- | 0 | 3 | 11 | 0 | 0 | 7 | 3 | 424 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 21/2 | 0 | 2 | 11 | 1 | 0 | 17 | 0 | 364 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 360 | 240Hz | 28 | 30 | 31 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 12 | 14 | 16 | 0 | Sawtooth variation | ||
| 30000 | 0 | 498Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 30 | 33 | 34 | 0 | Bumpy connection | ||
| 25000 | 360 | 240Hz | 18 | 30 | 43 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 1.88x. Very strong flag running: you made 38 grabs count with 5 caps and 4 solos. 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.58x. You were dangerous with the flag: 17 grabs led to 8 caps and 5 solos. 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. | |
| Godlike | Defender | You played a really good game here and your 1.52x rating shows it. You helped keep the score under control with 1 mid return and 1 clutch return. You fought efficiently: 103-59 with a 1.75 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. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.27x. Your grabs and running were a real strength, with 19 grabs turning into 3 caps and 3 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Defender | You were close to your usual level at 1.03x, with room to turn steady play into a bigger influence. Your defensive timing was good: 1 mid return 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: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |