Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Oct 2026, 19:48
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Baki | 284 | 139 | 83 | 0 | 352 | - | 1.67 | 63% | 41% | 0:07 |
| -cide- | 284 | 78 | 81 | 0 | 246 | 46.0 cm | 0.96 | 49% | 32% | 0:08 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Baki | 15 | 8 | 4 | 5 | 5 kills | ||
| -cide- | 10 | 1 | 1 | 4 kills | |||
| pho` | 15 | 9 | 1 | 1 | 5 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-1on1-Midle-v2 between Red and Blue Team, ending 9-1 in favour of Red Team.
The opening breakthrough came at 0:20 when Baki scored for Red Team. Red Team created more scoring chances, converting 9 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:11, with Baki finishing for Red Team on a solo run. That score set the closing shape of the match at 9-1.
Baki stood out as the main objective influence with 17 grabs, 5 captures, 6 returns, and an MVP score of 816. pho` made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 71 grabs, 22 pickups, 10 captures, 3 solos, 6 assists, 83 flag kills, 40 covers, 0 seals, 61 returns, 51 mid returns, 10 clutch returns, and 0 cherry picks.
Baki supplied the sharpest shooting numbers, finishing with 41% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 10 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: pho` 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.
| 197 |
| 81 |
| 80 |
| 0 |
| 319 |
| - |
| 1.01 |
| 50% |
| 29% |
| 0:08 |
| Team Total | 765 | 298 | 244 | 0 | 917 | 46.0 cm | 1.22 | 55% | 34% | 0:24 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho`FB | 229 | 107 | 106 | 0 | 302 | 20.3 cm | 1.01 | 50% | 35% | 0:06 |
| _-=Pr3dazZz=- | 170 | 76 | 93 | 0 | 337 | 36.0 cm | 0.82 | 45% | 26% | 0:07 |
| O2 | 120 | 61 | 99 | 0 | 277 | - | 0.62 | 38% | 22% | 0:06 |
| Team Total | 519 | 244 | 298 | 0 | 916 | 28.1 cm | 0.82 | 45% | 28% | 0:20 |
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 |
| 2 kills |
| Skirmish | 13 | 4 | 3 kills |
| O2 | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Baki | 4 | 1 | 14 kills | |||
| -cide- | 1 | 6 kills | ||||
| pho` | 1 | 5 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| Skirmish | 4 kills | |||||
| O2 | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Baki | Attacker | 17 | 5 | 2 | 2 | 6 | 0/- | 423 | 5 | 16 | 5 | 0 | 6 | 1 | 816 |
| - | -cide- | Defender | 1 | 2 | 1 | 0 | 0 | 26/15 | 28 | 9 | 7 | 23 | 0 | 25 | 2 | 773 |
| - | Skirmish | Attacker | 15 | 2 | 3 | 1 | 9 | 0/- | 449 | 4 | 10 | 5 | 0 | 6 | 1 | 722 |
| - |
| Attacker |
| 18 |
| 0 |
| 0 |
| 0 |
| 22 |
| 0/- |
| 0 |
| 2 |
| 2 |
| 9 |
| 0 |
| 13 |
| 3 |
| 455 |
| - | _-=Pr3dazZz=- | Defender | 2 | 0 | 0 | 0 | 0 | 13/- | 12 | 0 | 2 | 6 | 0 | 7 | 2 | 362 |
| - | O2 | Attacker | 18 | 1 | 0 | 0 | 7 | 0/- | 88 | 2 | 3 | 3 | 0 | 4 | 1 | 289 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Skirmish | 30000 | 299 | - | 71 | 72 | 73 | 0 | Good connection | |
| Baki | 25000 | 480 | 0Hz | 210 | 213 | 234 | 0 | Minor variation | |
| -cide- | 30000 | 360 | 240Hz | 27 | 31 | 51 | 2 | Occasional lag spikes | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 15 | 15 | 0 | Good connection | |
| O2 | 25000 | 120 | 60Hz | 29 | 33 | 35 | 0 | Variable ping | |
| pho` | 25000 | 400 | 280Hz | 17 | 18 | 19 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Defender | Well played, this was a fantastic performance at 2.44x. As a defender, your standout work was stopping danger before it became a cap: 23 mid returns and 2 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| pho` | Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 2.10x. 18 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You did make some good returns, and those stops helped your team stay in the game. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| Baki | Godlike | Attacker | You played a really good game here and your 1.43x rating shows it. You carried real threat on attack, turning 17 grabs into 5 caps and 2 solos. You fought efficiently: 139-83 with a 1.67 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. |
| Skirmish | Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 15 grabs led to 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: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| _-=Pr3dazZz=- | Feeding | Defender | You had a rough game at 0.67x, so I think your goal should be to simplify and rebuild from safer plays. You helped keep the score under control with 6 mid returns and 2 clutch returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
| O2 | Feeding | Attacker | You had a tough match at 0.55x, well below your usual level, but I think it is fixable. You gave the enemy defence problems and backed it up with 1 cap from 18 grabs. I think survival was your main issue: 61-99 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |