Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Aug 2025, 00:04
[FuenlaBoys]CommandArena
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 153 | 63 | 37 | 3 | 330 | 20.3 cm | 1.70 | 61% | 55% | 0:17 |
| newut | 83 | 38 | 45 | 7 | 378 | - | 0.84 | 42% | 51% | 0:14 |
| {Black_Mage}` | 44 | 19 | 44 | 3 | 82 | - | 0.43 | 29% |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 10 | 2 kills | |||||
| -uh.StarzZz`- | 4 | 2 kills | |||||
| Maber | 4 | 2 kills | |||||
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Generated from the match events and player statistics.
A tight game of 3v3 Normal Weapons CTF took place on CTF-(FB)-CommandArena between Red and Blue Team, ending 7-8 in favour of Blue Team.
The opening breakthrough came at 2:06 when pho` scored for Red Team. Blue Team created more scoring chances, converting 8 of the 15 captures. Momentum changed hands 3 times as the scoreline developed. 11 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 10:36, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 7-8.
newut stood out as the main objective influence with 21 grabs, 4 captures, 6 returns, and an MVP score of 463. -uh.StarzZz`- anchored the recovery work with 16 total returns.
Objective ledger for the match: 78 grabs, 11 pickups, 15 captures, 8 solos, 0 assists, 69 flag kills, 0 covers, 0 seals, 56 returns, 0 mid returns, 0 clutch returns, and 3 cherry picks.
{Black_Mage}` supplied the sharpest shooting numbers, finishing with 93% accuracy and 19 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.
Cherry watch: -uh.StarzZz`- logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 0:14 |
| Team Total | 280 | 120 | 126 | 13 | 790 | 20.3 cm | 0.95 | 49% | 57% | 0:47 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 139 | 43 | 32 | 3 | 273 | 13.5 cm | 1.34 | 55% | 29% | 0:20 |
| Maber | 99 | 41 | 47 | 2 | 281 | - | 0.87 | 46% | 46% | 0:13 |
| Broken_SoulFB | 86 | 42 | 41 | 5 | 382 | 58.3 cm | 1.02 | 48% | 52% | 0:15 |
| Team Total | 324 | 126 | 120 | 10 | 936 | 35.9 cm | 1.05 | 51% | 43% | 0:50 |
| 2 |
| 2 kills |
| Broken_Soul | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 5 kills | ||||
| -uh.StarzZz`- | 1 | 5 kills | ||||
| Maber | 4 kills | |||||
| newut | 1 | 4 kills | ||||
| Broken_Soul | 3 kills |
CTF objective progression by player across this match.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | newut | Attacker | 21 | 4 | 0 | 4 | 6 | 0/- | 470 | 2 | 0 | 0 | 0 | 6 | 0 | 463 |
| - | Maber | Attacker | 25 | 4 | 0 | 3 | 8 | 0/- | 412 | 1 | 0 | 0 | 1 | 8 | 0 | 445 |
| - | Broken_Soul | Attacker | 9 | 3 | 0 | 1 | 7 | 0/- | 266 | 2 | 0 | 0 | 0 | 5 | 0 | 348 |
| - |
| Defender |
| 3 |
| 3 |
| 0 |
| 0 |
| 0 |
| 18/2 |
| 132 |
| 5 |
| 0 |
| 0 |
| 0 |
| 14 |
| 0 |
| 319 |
| - | -uh.StarzZz`- | Defender | 3 | 1 | 0 | 0 | 0 | 23/9 | 122 | 0 | 0 | 0 | 1 | 16 | 0 | 296 |
| - | {Black_Mage}` | Attacker | 17 | 0 | 0 | 0 | 7 | 0/- | 98 | 1 | 0 | 0 | 1 | 7 | 0 | 155 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| newut | 30000 | 0 | 240Hz | 95 | 96 | 97 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 13 | 14 | 15 | 0 | Good connection | |
| {Black_Mage}` | 25000 | 0 | 0Hz | 29 | 33 | 38 | 0 | Sawtooth variation | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 16 | 17 | 18 | 0 | Good connection | |
| Broken_Soul | - | - | - | 14 | 16 | 17 | 0 | Minor variation | |
| Maber | 25000 | 295 | 143Hz | 29 | 33 | 37 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Maber | Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.22x. You looked dangerous whenever you got the flag, and 25 grabs led to 4 caps and 3 solos. Aim was a real positive at 46% accuracy, so keep taking fights where that strength matters. Stay brave on attack, just make the early grab happen with support instead of gambling alone. |
| pho` | Dominating | Defender | You gave your team a strong contribution and finished at 1.21x. Defensively, you had the volume with 18 defensive flag kills and 14 returns; your next gain is turning stops into clean resets. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| newut | Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.13x. You gave the enemy defence problems and backed it up with 4 caps and 4 solos from 21 grabs. 7 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| -uh.StarzZz`- | Stable | Defender | You played around your normal level at 1.05x, so your focus should be small improvements rather than a full reset. As a defender, you were busy around the flag with 23 defensive flag kills and 16 returns. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| Broken_Soul | Stable | Attacker | You were close to your usual level at 0.91x, with room to turn steady play into a bigger influence. Very strong flag running: you made 9 grabs count with 3 caps and 1 solo. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| {Black_Mage}` | Feeding | Attacker | This was a hard outing for you at 0.48x; treat it as a reset point, not a verdict on your ability. You created plenty of starts with 17 grabs; now try to turn more of them into pickups, covers, or caps. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. |