Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Oct 2026, 17:50
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 285 | 129 | 144 | 0 | 363 | 36.0 cm | 0.90 | 47% | 37% | 0:04 | |
| 215 | 79 | 128 | 0 | 398 | - | 0.62 | 38% | 20% | 0:05 | |
| Team Total | 500 | 208 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 70 | ||
| 38 | ||
| 41 |
| Killer | Victim | |
|---|---|---|
| 89 | ||
| 82 | ||
| 55 | ||
| 46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 10 | 6 | 5 | 5 kills | |||
| 16 | 3 | 2 | 1 | 5 kills | |||
| 10 | 1 | 1 | 5 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 2-17 in favour of Blue Team.
The opening breakthrough came at 0:10 when Grimace scored for Blue Team. Blue Team created more scoring chances, converting 17 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:43, with Grimace finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-17.
-uh.StarzZz`- stood out as the main objective influence with 18 grabs, 12 captures, 16 returns, and an MVP score of 1498. _-=Pr3dazZz=- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 64 grabs, 37 pickups, 19 captures, 6 solos, 10 assists, 82 flag kills, 41 covers, 0 seals, 43 returns, 33 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 44% accuracy and 171 kills.
Banter read: -uh.StarzZz`- did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: _-=Pr3dazZz=- produced 3 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.
| 272 |
| 0 |
| 761 |
| 36.0 cm |
| 0.76 |
| 43% |
| 28% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 457 | 171 | 97 | 0 | 411 | 13.5 cm | 1.76 | 64% | 44% | 0:06 | |
| 341 | 101 | 111 | 0 | 342 | - | 0.91 | 48% | 30% | 0:05 | |
| Team Total | 798 | 272 | 208 | 0 | 753 | 13.5 cm | 1.31 | 57% | 37% | 0:13 |
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.
| 20 |
| 6 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 8 kills | |||||
| 1 | 7 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 18 | 12 | 2 | 3 | 19 | 0/- | 962 | 17 | 19 | 15 | 0 | 16 | 1 | 1498 | |
| -- | Attacker | 16 | 5 | 7 | 2 | 16 | 0/- | 738 | 13 | 12 | 8 | 0 | 11 | 3 | 1220 | |
| -🇫🇷 | Attacker | 20 | 2 | 0 | 1 | 20 | 0/- | 167 | 4 | 3 | 5 | 0 | 8 | 3 | 533 | |
| -🇬🇧 | Attacker | 10 | 0 | 1 | 0 | 27 | 0/- | 33 | 3 | 7 | 5 | 0 | 8 | 3 | 522 |
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 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 26 | 31 | 70 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 600 | 500Hz | 21 | 22 | 22 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 3.64x. Excellent flag running from you: 18 grabs became 12 caps and 3 solos. You fought efficiently: 171-97 with a 1.76 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.15x. Your attacking play was strong, especially because you turned 16 grabs into 5 caps and 2 solos. 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. | |
| Feeding | Attacker | You had a tough match at 0.71x, well below your usual level, but I think it is fixable. You kept looking for the flag with 10 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Feeding | Attacker | This was a hard outing for you at 0.61x; treat it as a reset point, not a verdict on your ability. Excellent flag running from you: 20 grabs became 2 caps and 1 solo. I think survival was your main issue: 79-128 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. |