Unreal HeavenThe home of 2v2 and 3v3 iCTF15 Aug 2025, 00:31
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 264 | 118 | 65 | 0 | 339 | - | 1.82 | 64% | 35% | 0:10 | |
| 231 | 91 | 91 | 0 | 280 | 36.0 cm | 1.00 | 50% | 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 |
|---|---|---|---|---|---|---|---|
| 22 | 4 | 2 | 5 kills | ||||
| 18 | 2 | 3 | 2 | 5 kills | |||
| 13 | 5 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 1-10 in favour of Blue Team.
The opening breakthrough came at 0:50 when localhero scored for Blue Team. Blue Team created more scoring chances, converting 10 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 8:42, with localhero finishing for Blue Team. That score set the closing shape of the match at 1-10.
macz^ stood out as the main objective influence with 23 grabs, 5 captures, 9 returns, and an MVP score of 860. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 85 grabs, 25 pickups, 11 captures, 4 solos, 6 assists, 99 flag kills, 26 covers, 0 seals, 74 returns, 67 mid returns, 7 clutch returns, and 0 cherry picks.
localhero supplied the sharpest shooting numbers, finishing with 36% accuracy and 119 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.
Clutch desk: _-=Pr3dazZz=- produced 2 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 110 |
| 54 |
| 108 |
| 0 |
| 314 |
| 46.0 cm |
| 0.50 |
| 33% |
| 17% |
| 0:06 |
| Team Total | 605 | 263 | 264 | 0 | 933 | 41.0 cm | 1.00 | 50% | 28% | 0:23 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 283 | 119 | 70 | 0 | 327 | - | 1.70 | 63% | 36% | 0:09 | |
| 230 | 74 | 90 | 0 | 284 | - | 0.82 | 45% | 26% | 0:07 | |
| 190 | 71 | 103 | 0 | 257 | 13.5 cm | 0.69 | 41% | 28% | 0:06 | |
| Team Total | 703 | 264 | 263 | 0 | 868 | 13.5 cm | 1.00 | 50% | 31% | 0:22 |
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 |
| 2 |
| 1 |
| 4 kills |
| 13 | 1 | 3 kills |
| 11 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 8 kills | |||||
| 6 | 8 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 4 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 | 23 | 5 | 2 | 1 | 11 | 0/- | 461 | 12 | 7 | 8 | 0 | 9 | 2 | 860 | |
| -🇬🇧 | Defender | 1 | 3 | 0 | 0 | 0 | 21/6 | 144 | 3 | 6 | 18 | 0 | 19 | 0 | 757 | |
| -🇬🇧 | Attacker | 23 | 2 | 4 | 2 | 10 | 0/- | 395 | 5 | 6 | 8 | 0 | 9 | 1 | 757 | |
| -🇩🇪 | Attacker | 12 | 1 | 0 | 1 | 26 | 0/- | 100 | 1 | 3 | 16 | 0 | 17 | 1 | 591 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 20 | 0/- | 0 | 2 | 4 | 13 | 0 | 15 | 2 | 421 | |
| -🇬🇧 | Attacker | 13 | 0 | 0 | 0 | 11 | 0/- | 0 | 2 | 0 | 4 | 0 | 5 | 1 | 248 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 0 | 498Hz | 13 | 16 | 25 | 1 | Occasional lag spikes | ||
| 25000 | 360 | 240Hz | 17 | 19 | 20 | 0 | Minor variation | ||
| 30000 | - | - | 32 | 32 | 33 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 13 | 15 | 18 | 0 | Sawtooth variation | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | - | - | 22 | 23 | 24 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | This was excellent work from you, with your match rating landing at 1.95x. You helped keep the score under control with 18 mid returns. You fought efficiently: 119-70 with a 1.70 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.77x. You looked dangerous whenever you got the flag, and 23 grabs led to 5 caps and 1 solo. 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 | Attacker | You put together a top-level game here and finished at 1.41x. You gave the enemy defence problems and backed it up with 2 caps and 2 solos from 23 grabs. I think survival was your main issue: 71-103 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.29x. You carried real threat on attack, turning 12 grabs into 1 cap and 1 solo. You fought efficiently: 118-65 with a 1.82 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. | |
| Dominating | Attacker | You had a positive match and your 1.24x rating backs that up. As an attacker, you kept pressure on the enemy base with 13 grabs; your next jump is converting more of those starts into completed runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. | |
| Feeding | Attacker | You had a tough match at 0.67x, well below your usual level, but I think it is fixable. You created plenty of starts with 13 grabs; now try to turn more of them into pickups, covers, or caps. I think survival was your main issue: 54-108 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. |