Unreal HeavenThe home of 2v2 and 3v3 iCTF12 May 2026, 22:10
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| saxon | 287 | 140 | 67 | 0 | 443 | - | 2.09 | 68% | 42% | 105 | 56% | 0:09 |
| Broken_Soul | 119 | 49 | 88 | 0 | 281 | 58.3 cm | 0.56 | 36% | 26% | 31 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ownage | 21 | 2 | 2 | 5 kills | |||
| saxon | 21 | 10 | 2 | 1 | 5 kills | ||
| Neddy | 14 | 2 | 3 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Sniper CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 4-0 in favour of Red Team.
The opening breakthrough came at 4:26 when -cide- scored for Red Team. Red Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:00, with Broken_Soul finishing for Red Team on a solo run. That score set the closing shape of the match at 4-0.
saxon stood out as the main objective influence with 0 grabs, 0 captures, 19 returns, and an MVP score of 586. Neddy made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 49 grabs, 18 pickups, 4 captures, 1 solos, 3 assists, 63 flag kills, 18 covers, 0 seals, 45 returns, 42 mid returns, 3 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 42% accuracy and 140 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 20 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Neddy produced 3 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.
| 43% |
| 0:07 |
| -cide- | 86 | 42 | 94 | 0 | 382 | 46.0 cm | 0.45 | 31% | 20% | 30 | 40% | 0:06 |
| Team Total | 492 | 231 | 249 | 0 | 1106 | 52.1 cm | 0.93 | 48% | 30% | - | - | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ownage | 243 | 113 | 62 | 0 | 582 | - | 1.82 | 65% | 28% | 80 | 49% | 0:10 |
| Neddy | 122 | 79 | 84 | 0 | 431 | - | 0.94 | 48% | 25% | 63 | 59% | 0:07 |
| vuur_tijger_12FB | 74 | 57 | 85 | 0 | 482 | - | 0.67 | 40% | 19% | 43 | 47% | 0:07 |
| Team Total | 439 | 249 | 231 | 0 | 1495 | - | 1.08 | 52% | 24% | - | - | 0:27 |
| 5 |
| 1 |
| 3 kills |
| Broken_Soul | 5 | 1 | 3 kills |
| -cide- | 2 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 4 | 1 | 10 kills | |||
| saxon | 7 | 8 kills | ||||
| Neddy | 1 | 5 kills | ||||
| vuur_tijger_12 | 1 | 5 kills | ||||
| Broken_Soul | 3 kills | |||||
| -cide- | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | saxon | Defender | 0 | 0 | 0 | 0 | 0 | 23/8 | 0 | 1 | 8 | 19 | 0 | 19 | 0 | 586 |
| - | ownage | Defender | 3 | 0 | 0 | 0 | 0 | 24/5 | 0 | 1 | 2 | 15 | 0 | 15 | 0 | 445 |
| - | Broken_Soul | Attacker | 6 | 2 | 2 | 1 | 5 | 0/- | 270 | 8 | 2 | 3 | 0 | 3 | 0 | 428 |
| - |
| Attacker |
| 18 |
| 2 |
| 1 |
| 0 |
| 4 |
| 0/- |
| 130 |
| 2 |
| 3 |
| 3 |
| 0 |
| 3 |
| 0 |
| 290 |
| - | Neddy | Attacker | 11 | 0 | 0 | 0 | 4 | 0/- | 0 | 4 | 2 | 1 | 0 | 3 | 3 | 244 |
| - | vuur_tijger_12 | Attacker | 11 | 0 | 0 | 0 | 3 | 0/- | 0 | 2 | 1 | 1 | 0 | 2 | 0 | 129 |
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 | 27 | 28 | 30 | 0 | Minor variation | |
| Broken_Soul | 20000 | - | - | 15 | 16 | 16 | 0 | Good connection | |
| saxon | 30000 | 600 | 500Hz | 8 | 9 | 10 | 0 | Good connection | |
| Neddy | 20000 | - | - | 31 | 32 | 32 | 0 | Good connection | |
| vuur_tijger_12 | 20000 | - | - | 23 | 25 | 27 | 0 | Bumpy connection | |
| ownage | 20000 | - | - | 107 | 124 | 173 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Defender | Well played, this was a fantastic performance at 2.86x. As a defender, your standout work was stopping danger before it became a cap: 19 mid returns. You fought efficiently: 140-67 with a 2.09 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| Broken_Soul | Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.51x. Your attacking play was strong, especially because you turned 6 grabs into 2 caps and 1 solo. I think survival was your main issue: 49-88 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. |
| ownage | Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 1.45x. As a defender, your standout work was stopping danger before it became a cap: 15 mid returns. You fought efficiently: 113-62 with a 1.82 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| -cide- | Struggling | Attacker | You were below your usual level at 0.85x, so cleaner decisions and timing will matter most for you. You gave the enemy defence problems and backed it up with 2 caps from 18 grabs. I think survival was your main issue: 42-94 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. |
| Neddy | Feeding | Attacker | This was a hard outing for you at 0.63x; treat it as a reset point, not a verdict on your ability. Your flag pressure was good with 11 grabs, and working closer with your team would make those grabs more dangerous. The volume of fights was there, but 25% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
| vuur_tijger_12 | Feeding | Attacker | You had a tough match at 0.62x, well below your usual level, but I think it is fixable. You kept looking for the flag with 11 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 57-85 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |