Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 00:34
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NeddyFB | 382 | 143 | 95 | 0 | 736 | - | 1.51 | 60% | 29% | 126 | 59% | 0:06 |
| -cide- | 331 | 93 | 93 | 0 | 411 | 46.0 cm | 1.00 | 50% | 30% |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 24 | 7 | 1 | 1 | 5 kills | ||
| Neddy | 23 | 10 | 5 | 1 | 5 kills | ||
| -cide- | 14 | 1 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 6-2 in favour of Red Team.
The opening breakthrough came at 0:34 when Zo-^ scored for Blue Team. Red Team created more scoring chances, converting 6 of the 8 captures. Momentum changed hands 1 time as the scoreline developed. 5 captures were completed solo.
Red 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 9:56, with Neddy finishing for Red Team. That score set the closing shape of the match at 6-2.
-cide- stood out as the main objective influence with 17 grabs, 2 captures, 21 returns, and an MVP score of 1032. Zo-^ made the biggest clutch contribution, recording 13 close-save returns.
Objective ledger for the match: 83 grabs, 54 pickups, 8 captures, 4 solos, 3 assists, 129 flag kills, 49 covers, 0 seals, 73 returns, 52 mid returns, 21 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 37% accuracy and 130 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 30 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Zo-^ produced 13 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.
| 75 |
| 60% |
| 0:07 |
| Team Total | 713 | 236 | 188 | 0 | 1147 | 46.0 cm | 1.26 | 56% | 29% | - | - | 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 428 | 130 | 123 | 0 | 630 | 20.3 cm | 1.06 | 51% | 37% | 87 | 37% | 0:05 |
| Zo-^ | 276 | 58 | 113 | 0 | 525 | - | 0.51 | 34% | 23% | 5 | 4% | 0:05 |
| Team Total | 704 | 188 | 236 | 0 | 1155 | 20.3 cm | 0.80 | 44% | 31% | - | - | 0:11 |
| 3 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 6 kills | ||||
| Neddy | 3 | 5 kills | ||||
| -cide- | 1 | 5 kills | ||||
| Zo-^ | 1 | 5 kills |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 17 | 2 | 2 | 1 | 28 | 0/- | 289 | 13 | 13 | 17 | 0 | 21 | 3 | 1032 |
| - | Neddy | Attacker | 25 | 4 | 1 | 2 | 31 | 0/- | 311 | 21 | 15 | 16 | 0 | 17 | 2 | 999 |
| - | pho` | Attacker | 17 | 0 | 0 | 0 | 53 | 0/- | 67 | 10 | 18 | 15 | 0 | 28 | 3 | 887 |
| - | Zo-^ | Attacker | 24 | 2 | 0 | 1 | 17 | 0/- | 133 | 10 | 3 | 4 | 0 | 7 | 13 | 856 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 26 | 26 | 28 | 0 | Good connection | |
| Neddy | 20000 | - | - | 31 | 32 | 33 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 14 | 16 | 18 | 0 | Bumpy connection | |
| Zo-^ | 25000 | 320 | 0Hz | 50 | 52 | 54 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Attacker | You played a really good game here and your 2.50x rating shows it. You were active on attack with 17 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| -cide- | Godlike | Attacker | You played a really good game here and your 1.91x rating shows it. Your grabs and running were a real strength, with 17 grabs turning into 2 caps and 1 solo. 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. |
| Neddy | Godlike | Attacker | You put together a top-level game here and finished at 1.44x. Excellent flag running from you: 25 grabs became 4 caps and 2 solos. You fought efficiently: 143-95 with a 1.51 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. |
| Zo-^ | Struggling | Attacker | You had a quieter game than normal at 0.79x; I think the useful part is that your improvement target is visible. You ran the flag well and gave your team end product: 2 caps and 1 solo from 24 grabs. I think survival was your main issue: 58-113 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. |