Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Nov 2026, 19:15
UH-Ancient
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 282 | 94 | 90 | 0 | 272 | 20.3 cm | 1.04 | 51% | 44% | 0:07 | |
| 273 | 88 | 87 | 0 | 312 | 13.5 cm | 1.01 | 50% | 38% | 0:07 | |
| 183 | 57 | 87 | 0 | 268 | - |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 2 | 2 | 4 kills | ||||
| 13 | 2 | 1 | 4 kills | ||||
| 14 | 3 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Normal Weapons CTF took place on CTF-UH-Ancient-v4 between Red and Blue Team, ending 6-9 in favour of Blue Team.
The opening breakthrough came at 0:22 when O2 scored for Red Team. Blue Team created more scoring chances, converting 9 of the 15 captures. Momentum changed hands 1 time as the scoreline developed. 6 captures were completed solo.
Blue Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 10:45, with -uh.StarzZz`- finishing for Red Team. That score set the closing shape of the match at 6-9.
{MUTE}Locomot!Ve stood out as the main objective influence with 11 grabs, 4 captures, 14 returns, and an MVP score of 810. PeRcH72 made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 78 grabs, 51 pickups, 15 captures, 4 solos, 10 assists, 113 flag kills, 65 covers, 0 seals, 61 returns, 38 mid returns, 23 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 94 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: -uh.StarzZz`- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 0.66 |
| 40% |
| 21% |
| 0:07 |
| Team Total | 738 | 239 | 264 | 0 | 852 | 16.9 cm | 0.91 | 48% | 35% | 0:23 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 273 | 84 | 78 | 0 | 240 | - | 1.08 | 52% | 37% | 0:08 | |
| 272 | 90 | 85 | 0 | 261 | 20.3 cm | 1.06 | 51% | 34% | 0:07 | |
| 269 | 90 | 76 | 0 | 333 | - | 1.18 | 54% | 37% | 0:08 | |
| Team Total | 814 | 264 | 239 | 0 | 834 | 20.3 cm | 1.10 | 52% | 36% | 0:25 |
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.
| 15 |
| 3 |
| 1 |
| 4 kills |
| 12 | 1 | 3 | 4 kills |
| 8 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 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 | 11 | 4 | 1 | 1 | 23 | 0/- | 328 | 12 | 11 | 9 | 0 | 14 | 3 | 810 | |
| -🇬🇧 | Attacker | 13 | 2 | 3 | 0 | 15 | 0/- | 226 | 12 | 14 | 9 | 1 | 15 | 5 | 792 | |
| -🇩🇪 | Attacker | 16 | 4 | 1 | 2 | 19 | 0/- | 375 | 5 | 10 | 6 | 0 | 9 | 2 | 792 | |
| -🇳🇱 | Attacker | 13 | 1 | 2 | 1 | 17 | 0/- | 197 | 7 | 9 | 4 | 0 | 8 | 7 | 772 | |
| -🇬🇧 | Attacker | 14 | 1 | 2 | 0 | 27 | 0/- | 133 | 7 | 15 | 5 | 0 | 8 | 3 | 641 | |
| -🇫🇷 | Attacker | 11 | 3 | 1 | 0 | 12 | 0/- | 241 | 8 | 6 | 5 | 0 | 7 | 3 | 610 |
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 | 10 | 12 | 14 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 18 | 18 | 19 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 27 | 42 | 71 | 3 | Unstable spikes | ||
| 25000 | 210 | 0Hz | 34 | 36 | 38 | 0 | Minor variation | ||
| 25000 | 1337 | 0Hz | 48 | 64 | 102 | 1 | Occasional lag spikes | ||
| 25000 | 300 | 175Hz | 17 | 18 | 20 | 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 | Well played, this was a fantastic performance at 2.44x. You carried real threat on attack, turning 13 grabs into 2 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 2.27x. Your attacking play was strong, especially because you turned 14 grabs into 1 cap. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 1.09x, with room to turn steady play into a bigger influence. You ran the flag well and gave your team end product: 4 caps and 1 solo from 11 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | You were close to your usual level at 1.07x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 16 grabs into 4 caps and 2 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Attacker | I think you had a steady game at 1.02x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 13 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Feeding | Attacker | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. Very strong flag running: you made 11 grabs count with 3 caps. I think survival was your main issue: 57-87 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. |