Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Oct 2026, 20:19
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 193 | 81 | 80 | 0 | 280 | 36.0 cm | 1.01 | 50% | 33% | 0:08 |
| tono | 187 | 93 | 89 | 0 | 331 | 19.6 cm | 1.04 | 51% | 28% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -cide- | 18 | 4 | 3 kills | ||||
| _-=Pr3dazZz=- | 10 | 2 | 3 kills | ||||
| Zo-^ | 16 | 4 | 1 | 4 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-Yard-V8a between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 0:58 when tono scored for Red Team. Red Team created more scoring chances, converting 4 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 10:47, with tono finishing for Red Team. That score set the closing shape of the match at 4-1.
tono stood out as the main objective influence with 20 grabs, 4 captures, 6 returns, and an MVP score of 509. Zo-^ made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 55 grabs, 26 pickups, 5 captures, 0 solos, 5 assists, 76 flag kills, 28 covers, 0 seals, 50 returns, 49 mid returns, 1 clutch returns, and 0 cherry picks.
Zo-^ supplied the sharpest shooting numbers, finishing with 36% accuracy and 95 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 3 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Zo-^ produced 1 close-save return, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 178 |
| 95 |
| 79 |
| 0 |
| 300 |
| - |
| 1.20 |
| 55% |
| 36% |
| 0:08 |
| Team Total | 558 | 269 | 248 | 0 | 911 | 27.8 cm | 1.08 | 52% | 32% | 0:23 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 231 | 99 | 103 | 0 | 278 | 46.0 cm | 0.96 | 49% | 36% | 0:06 |
| =oZ`Locomot!Ve=FB | 130 | 86 | 88 | 0 | 340 | - | 0.98 | 49% | 30% | 0:07 |
| O2 | 128 | 63 | 78 | 0 | 279 | - | 0.81 | 45% | 24% | 0:08 |
| Team Total | 489 | 248 | 269 | 0 | 897 | 46.0 cm | 0.92 | 48% | 30% | 0:21 |
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.
| 14 |
| 5 |
| 2 |
| 4 kills |
| =oZ`Locomot!Ve= | 8 | 4 | 1 | 4 kills |
| O2 | 10 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -cide- | 2 | 9 kills | ||||
| _-=Pr3dazZz=- | 1 | 6 kills | ||||
| Zo-^ | 2 | 5 kills | ||||
| tono | 4 kills | |||||
| =oZ`Locomot!Ve= | 4 kills | |||||
| O2 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | tono | Attacker | 20 | 4 | 0 | 0 | 9 | 0/- | 248 | 6 | 4 | 6 | 0 | 6 | 0 | 509 |
| - | Zo-^ | Attacker | 5 | 0 | 2 | 0 | 12 | 0/- | 152 | 8 | 8 | 7 | 0 | 8 | 1 | 468 |
| - | _-=Pr3dazZz=- | Defender | 1 | 0 | 2 | 0 | 0 | 17/4 | 0 | 2 | 2 | 14 | 0 | 14 | 0 | 438 |
| - | -cide- | Defender | 1 | 0 | 0 | 0 | 0 | 21/6 | 0 | 2 | 6 | 12 | 0 | 12 | 0 | 415 |
| - | O2 | Attacker | 13 | 1 | 0 | 0 | 11 | 0/- | 62 | 2 | 4 | 6 | 0 | 6 | 0 | 280 |
| - | =oZ`Locomot!Ve= | Attacker | 15 | 0 | 1 | 0 | 6 | 0/- | 38 | 6 | 4 | 4 | 0 | 4 | 0 | 251 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection | |
| tono | 25000 | 250 | 144Hz | 101 | 105 | 111 | 0 | Minor variation | |
| Zo-^ | 25000 | 320 | 0Hz | 44 | 47 | 51 | 0 | Minor variation | |
| =oZ`Locomot!Ve= | 25000 | 1337 | 0Hz | 78 | 84 | 89 | 0 | Bumpy connection | |
| -cide- | 30000 | 360 | 240Hz | 24 | 26 | 27 | 0 | Minor variation | |
| O2 | 25000 | 120 | 60Hz | 27 | 31 | 42 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Defender | Great game, this was a really strong performance from you at 1.95x. As a defender, your standout work was stopping danger before it became a cap: 12 mid returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| tono | Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.19x. Your attacking runs had purpose, with 20 grabs leading to 4 caps. 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. |
| _-=Pr3dazZz=- | Stable | Defender | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. You helped keep the score under control with 14 mid returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| Zo-^ | Stable | Attacker | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. 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. |
| O2 | Struggling | Attacker | You were below your usual level at 0.75x, so cleaner decisions and timing will matter most for you. You carried real threat on attack, turning 13 grabs into 1 cap. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| =oZ`Locomot!Ve= | Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. You were active on attack with 15 grabs; I think your next step is turning more of those into safe runs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |