Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Jul 2025, 23:16
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 245 | 103 | 86 | 0 | 276 | 20.3 cm | 1.20 | 54% | 37% | 0:07 |
| YotakaFB | 152 | 111 | 82 | 0 | 354 | - | 1.35 | 58% | 32% | 0:08 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 17 | 2 | 1 | 5 kills | |||
| pho` | 16 | 2 | 1 | 5 kills | |||
| Yotaka | 17 | 9 | 1 | 1 | 5 kills | ||
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Generated from the match events and player statistics.
A decisive game of 3v3 Instagib CTF took place on CTF-Yard-v3 between Red and Blue Team, ending 2-0 in favour of Red Team.
The opening breakthrough came at 1:33 when Yotaka scored for Red Team. Red Team created more scoring chances, converting 2 of the 2 captures. The scoring pattern stayed relatively stable once the first lead was established.
The final capture arrived at 6:28, with Yotaka finishing for Red Team. That score set the closing shape of the match at 2-0.
pho` stood out as the main objective influence with 0 grabs, 0 captures, 19 returns, and an MVP score of 535. -uh.StarzZz`- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 47 grabs, 12 pickups, 2 captures, 0 solos, 3 assists, 57 flag kills, 14 covers, 0 seals, 45 returns, 44 mid returns, 1 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 37% accuracy and 103 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Cherry watch: Oniro! logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 100 |
| 66 |
| 85 |
| 0 |
| 318 |
| - |
| 0.78 |
| 44% |
| 21% |
| 0:07 |
| Team Total | 497 | 280 | 253 | 0 | 948 | 20.3 cm | 1.11 | 53% | 30% | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| JugzZz | 174 | 79 | 97 | 0 | 291 | - | 0.81 | 45% | 27% | 0:06 |
| _-=Pr3dazZz=- | 123 | 88 | 80 | 0 | 282 | 36.0 cm | 1.10 | 52% | 32% | 0:08 |
| -uh.StarzZz`- | 105 | 86 | 103 | 0 | 284 | 13.5 cm | 0.83 | 46% | 30% | 0:06 |
| Team Total | 402 | 253 | 280 | 0 | 857 | 24.7 cm | 0.90 | 47% | 30% | 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.
| 16 |
| 2 |
| 3 kills |
| -uh.StarzZz`- | 12 | 4 | 3 kills |
| Oniro! | 7 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 3 | 1 | 10 kills | |||
| pho` | 6 | 6 kills | ||||
| Yotaka | 2 | 5 kills | ||||
| JugzZz | 4 kills | |||||
| -uh.StarzZz`- | 4 kills | |||||
| Oniro! | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | pho` | Defender | 0 | 0 | 1 | 0 | 0 | 24/12 | 0 | 2 | 1 | 19 | 0 | 19 | 0 | 535 |
| - | JugzZz | Defender | 3 | 0 | 0 | 0 | 0 | 18/0 | 0 | 2 | 1 | 12 | 0 | 13 | 0 | 343 |
| - | Yotaka | Attacker | 13 | 2 | 0 | 0 | 2 | 0/- | 68 | 4 | 6 | 2 | 0 | 2 | 0 | 282 |
| - | Oniro! | Attacker | 9 | 0 | 2 | 0 | 4 | 0/- | 132 | 1 | 3 | 4 | 1 | 4 | 0 | 276 |
| - | _-=Pr3dazZz=- | Attacker | 5 | 0 | 0 | 0 | 6 | 0/- | 0 | 2 | 0 | 5 | 0 | 5 | 0 | 209 |
| - | -uh.StarzZz`- | Attacker | 17 | 0 | 0 | 0 | 3 | 0/- | 0 | 1 | 3 | 2 | 0 | 2 | 1 | 184 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| Yotaka | 35000 | - | - | 31 | 33 | 43 | 1 | Occasional lag spikes | |
| Oniro! | 35000 | - | - | 210 | 213 | 215 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 12 | 14 | 28 | 1 | Occasional lag spikes | |
| JugzZz | 25000 | 9999 | 360Hz | 98 | 99 | 102 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 0 | 498Hz | 10 | 11 | 11 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Defender | I think this was one of your stronger performances, coming in at 1.67x. Your defensive timing was good: 19 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: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| Oniro! | Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.26x. 9 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 66-85 means you died too often before you could put enough pressure on the enemy or help your team objective. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. |
| JugzZz | Stable | Defender | I think you had a steady game at 1.02x; one or two stronger moments would lift it nicely. You helped keep the score under control with 12 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. |
| Yotaka | Struggling | Attacker | You were below your usual level at 0.89x, so cleaner decisions and timing will matter most for you. Your attacking runs had purpose, with 13 grabs leading to 2 caps. You fought efficiently: 111-82 with a 1.35 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. |
| _-=Pr3dazZz=- | Struggling | Attacker | You dipped below your usual level at 0.88x, but I think there are clear areas you can tighten next match. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| -uh.StarzZz`- | Feeding | Attacker | This was a hard outing for you at 0.70x; treat it as a reset point, not a verdict on your ability. 17 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |