Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Nov 2026, 00:49
Liandri Docks
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 268 | 83 | 87 | 0 | 215 | 20.3 cm | 0.95 | 49% | 39% | 0:07 | |
| 237 | 80 | 96 | 0 | 261 | - | 0.83 | 45% | 33% | 0:07 | |
| Team Total | 505 | 163 | 183 | 0 | 476 | 20.3 cm | 0.89 | 47% | 35% | 0:15 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 34 | ||
| 49 | ||
| 40 | ||
| 40 |
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 67 | ||
| 35 | ||
| 29 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 5 | 3 | 4 kills | ||||
| 6 | 2 | 1 | 5 kills | ||||
| 12 | 3 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Normal Weapons CTF took place on CTF-UH-LiandDrocks_v2 between Red and Blue Team, ending 10-11 in favour of Blue Team.
The opening breakthrough came at 0:19 when pho` scored for Red Team. Blue Team created more scoring chances, converting 11 of the 21 captures. Momentum changed hands 3 times as the scoreline developed. 14 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 11:25, with newut finishing for Blue Team. That score set the closing shape of the match at 10-11.
newut stood out as the main objective influence with 13 grabs, 6 captures, 20 returns, and an MVP score of 1246. newut made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 69 grabs, 14 pickups, 21 captures, 12 solos, 7 assists, 62 flag kills, 24 covers, 0 seals, 48 returns, 41 mid returns, 7 clutch returns, and 0 cherry picks.
newut supplied the sharpest shooting numbers, finishing with 42% accuracy and 119 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.
Clutch desk: newut produced 4 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 367 | 119 | 74 | 0 | 284 | - | 1.61 | 62% | 42% | 0:09 | |
| 204 | 64 | 89 | 0 | 200 | - | 0.72 | 42% | 33% | 0:07 | |
| Team Total | 571 | 183 | 163 | 0 | 484 | - | 1.12 | 53% | 38% | 0:17 |
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.
| 11 |
| 2 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 9 kills | |||||
| 2 | 7 kills | |||||
| 2 | 6 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 | 13 | 6 | 0 | 3 | 26 | 0/- | 539 | 5 | 7 | 15 | 0 | 20 | 4 | 1246 | |
| -🇬🇧 | Attacker | 18 | 6 | 2 | 4 | 16 | 0/- | 632 | 4 | 0 | 13 | 0 | 14 | 1 | 1102 | |
| -- | Attacker | 22 | 5 | 3 | 5 | 7 | 0/- | 561 | 0 | 4 | 4 | 0 | 4 | 1 | 860 | |
| -🇨🇦 |
| Attacker |
| 16 |
| 4 |
| 2 |
| 0 |
| 13 |
| 0/- |
| 368 |
| 5 |
| 13 |
| 9 |
| 0 |
| 10 |
| 1 |
| 827 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | 280Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 25000 | 999 | 0Hz | 85 | 86 | 87 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 85 | 87 | 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 2.46x. Your attacking runs had purpose, with 18 grabs leading to 6 caps and 4 solos. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.28x. Very strong flag running: you made 13 grabs count with 6 caps and 3 solos. You fought efficiently: 119-74 with a 1.61 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. | |
| Struggling | Attacker | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. Very strong flag running: you made 16 grabs count with 4 caps. 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.83x, but I think there are clear areas you can tighten next match. You gave the enemy defence problems and backed it up with 5 caps and 5 solos from 22 grabs. I think survival was your main issue: 64-89 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. |