Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Oct 2026, 19:58
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 284 | 139 | 102 | 0 | 354 | 13.5 cm | 1.36 | 58% | 42% | 0:06 |
| Skirmish | 201 | 111 | 104 | 0 | 369 | - | 1.07 | 52% | 34% | 0:06 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 14 | 1 | 3 kills | ||||
| -uh.StarzZz`- | 15 | 9 | 6 | 1 | 5 kills | ||
| CALIGULA | 16 | 6 | 5 | 3 | 5 kills | ||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 3v3 Normal Weapons CTF took place on CTF-UH-NeverEndingSpam-3v3 between Red and Blue Team, ending 6-4 in favour of Red Team.
The opening breakthrough came at 0:53 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 6 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:55, with -cide- finishing for Blue Team. That score set the closing shape of the match at 6-4.
-uh.StarzZz`- stood out as the main objective influence with 1 grab, 3 captures, 17 returns, and an MVP score of 490. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 62 grabs, 36 pickups, 10 captures, 3 solos, 10 assists, 88 flag kills, 41 covers, 5 seals, 52 returns, 1 mid returns, 7 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 139 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 5 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: CALIGULA finished with 10 lama score from 140 kills and 65 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 161 |
| 83 |
| 104 |
| 0 |
| 332 |
| 36.0 cm |
| 0.80 |
| 44% |
| 27% |
| 0:06 |
| Team Total | 646 | 333 | 310 | 0 | 1055 | 24.7 cm | 1.07 | 52% | 34% | 0:18 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| CALIGULAFB | 250 | 140 | 98 | 0 | 381 | - | 1.43 | 59% | 39% | 0:06 |
| -cide- | 236 | 98 | 132 | 0 | 280 | 46.0 cm | 0.74 | 43% | 35% | 0:04 |
| O2 | 176 | 72 | 103 | 0 | 359 | - | 0.70 | 41% | 21% | 0:06 |
| Team Total | 662 | 310 | 333 | 0 | 1020 | 46.0 cm | 0.93 | 48% | 32% | 0:18 |
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.
| 18 |
| 5 |
| 1 |
| 1 |
| 5 kills |
| -cide- | 13 | 3 | 3 kills |
| O2 | 12 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 1 | 9 kills | ||||
| -uh.StarzZz`- | 5 | 8 kills | ||||
| CALIGULA | 6 | 8 kills | ||||
| Skirmish | 1 | 5 kills | ||||
| -cide- | 2 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -uh.StarzZz`- | Defender | 1 | 3 | 1 | 0 | 0 | 23/7 | 96 | 8 | 8 | 0 | 0 | 17 | 2 | 490 |
| - | _-=Pr3dazZz=- | Attacker | 17 | 3 | 2 | 2 | 5 | 0/- | 307 | 10 | 5 | 0 | 0 | 3 | 1 | 473 |
| - | O2 | Attacker | 16 | 2 | 2 | 1 | 13 | 0/- | 265 | 6 | 0 | 1 | 0 | 8 | 1 | 455 |
| - |
| Attacker |
| 12 |
| 0 |
| 1 |
| 0 |
| 15 |
| 0/- |
| 131 |
| 1 |
| 13 |
| 0 |
| 0 |
| 6 |
| 1 |
| 431 |
| - | Skirmish | Attacker | 15 | 0 | 4 | 0 | 8 | 0/- | 197 | 7 | 13 | 0 | 0 | 5 | 0 | 412 |
| - | -cide- | Defender | 1 | 2 | 0 | 0 | 0 | 24/4 | 4 | 4 | 2 | 0 | 0 | 13 | 2 | 358 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 11 | 13 | 14 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 15 | 15 | 0 | Good connection | |
| Skirmish | 30000 | 299 | - | 73 | 74 | 75 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 27 | 30 | 34 | 0 | Variable ping | |
| O2 | 25000 | 120 | 60Hz | 35 | 43 | 62 | 4 | Unstable spikes | |
| CALIGULA | 30000 | 480 | 0Hz | 214 | 215 | 217 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Godlike | Defender | You put together a top-level game here and finished at 2.67x. As a defender, your standout work was stopping danger before it became a cap: 2 clutch returns. You fought efficiently: 139-102 with a 1.36 K/D, and I think you played your role in the team well. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| -cide- | Godlike | Defender | You put together a top-level game here and finished at 1.70x. Your defensive timing was good: 2 clutch returns cut off runs at important moments. I think survival was your main issue: 98-132 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| CALIGULA | Stable | Attacker | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. 12 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You fought efficiently: 140-98 with a 1.43 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 | You were close to your usual level at 0.95x, with room to turn steady play into a bigger influence. 15 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. The support share was meaningful at 42%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| _-=Pr3dazZz=- | Stable | Attacker | I think you had a steady game at 0.90x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 3 caps and 2 solos from 17 grabs. I think survival was your main issue: 83-104 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. |
| O2 | Struggling | Attacker | You dipped below your usual level at 0.88x, but I think there are clear areas you can tighten next match. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 16 grabs. I think survival was your main issue: 72-103 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. |