Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Oct 2026, 12:44
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 476 | 169 | 106 | 0 | 430 | 13.5 cm | 1.59 | 61% | 42% | 0:06 | |
| 425 | 99 | 115 | 0 | 365 | 46.0 cm | 0.86 | 46% | 27% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 76 | ||
| 93 | ||
| 50 | ||
| 49 |
| Killer | Victim | |
|---|---|---|
| 55 | ||
| 61 | ||
| 51 | ||
| 54 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 6 | 5 | 8 | 5 kills | |||
| 14 | 4 | 4 | 4 kills | ||||
| 17 | 5 | 3 | 2 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 18-1 in favour of Red Team.
The opening breakthrough came at 0:29 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 18 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:28, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 18-1.
-cide- stood out as the main objective influence with 24 grabs, 10 captures, 11 returns, and an MVP score of 1561. -cide- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 65 grabs, 47 pickups, 19 captures, 4 solos, 11 assists, 93 flag kills, 59 covers, 0 seals, 44 returns, 28 mid returns, 16 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 169 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 44 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 6 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.
| 901 |
| 268 |
| 221 |
| 0 |
| 795 |
| 29.7 cm |
| 1.21 |
| 55% |
| 35% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 269 | 116 | 126 | 0 | 457 | 19.6 cm | 0.92 | 48% | 27% | 0:05 | |
| 262 | 105 | 142 | 0 | 381 | 36.0 cm | 0.74 | 43% | 30% | 0:04 | |
| Team Total | 531 | 221 | 268 | 0 | 838 | 27.8 cm | 0.82 | 45% | 28% | 0:10 |
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.
| 17 |
| 5 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 1 | 10 kills | ||||
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 | 24 | 10 | 7 | 2 | 18 | 0/- | 1032 | 20 | 15 | 7 | 0 | 11 | 6 | 1561 | |
| -🇬🇧 | Attacker | 13 | 8 | 4 | 1 | 20 | 0/- | 768 | 16 | 32 | 7 | 0 | 15 | 6 | 1442 | |
| -🇬🇧 | Attacker | 5 | 1 | 0 | 1 | 25 | 0/- | 100 | 3 | 9 | 8 | 0 | 9 | 1 | 532 | |
| -🇭🇷 |
| Attacker |
| 23 |
| 0 |
| 0 |
| 0 |
| 30 |
| 0/- |
| 0 |
| 8 |
| 3 |
| 6 |
| 0 |
| 9 |
| 3 |
| 479 |
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 | 238 | 238Hz | 11 | 12 | 14 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 26 | 29 | 31 | 0 | Sawtooth variation | ||
| 30000 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 79 | 84 | 91 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 3.36x. Your attacking play was strong, especially because you turned 13 grabs into 8 caps and 1 solo. You fought efficiently: 169-106 with a 1.59 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 2.94x. Your grabs and running were a real strength, with 24 grabs turning into 10 caps and 2 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. | |
| Feeding | Attacker | You had a tough match at 0.63x, well below your usual level, but I think it is fixable. You kept looking for the flag with 23 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. | |
| Feeding | Attacker | You had a tough match at 0.62x, well below your usual level, but I think it is fixable. Your grabs and running were a real strength, with 5 grabs turning into 1 cap and 1 solo. I think survival was your main issue: 105-142 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. |