Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Aug 2026, 00:22
DM-(Kraken)NeverEndingSpam
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 153 | 56 | 39 | 2 | 467 | 19.6 cm | 1.44 | 59% | 12% | 0:32 | |
| 90 | 20 | 58 | 1 | 147 | - | 0.34 | 25% | 52% | 0:11 | |
| Team Total | 243 | 76 | 97 | 3 | 614 | 19.6 cm | 0.78 | 44% | 22% | 0:43 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 33 | ||
| 23 | ||
| 7 | ||
| 13 |
| Killer | Victim | |
|---|---|---|
| 20 | ||
| 34 | ||
| 19 | ||
| 24 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 2 | 1 | 3 kills | |||||
| 5 | 1 | 3 kills | |||||
| 6 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Flak CTF took place on CTF-(Kraken)NeverEndingSpam between Red and Blue Team, ending 10-21 in favour of Blue Team.
The opening breakthrough came at 0:12 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 21 of the 31 captures. The scoring pattern stayed relatively stable once the first lead was established. 26 captures were completed solo.
The final capture arrived at 10:49, with {Black_Mage}` finishing for Red Team on a solo run. That score set the closing shape of the match at 10-21.
-uh.StarzZz`- stood out as the main objective influence with 24 grabs, 12 captures, 21 returns, and an MVP score of 1366. Maber anchored the recovery work with 24 total returns.
Objective ledger for the match: 98 grabs, 14 pickups, 31 captures, 15 solos, 0 assists, 73 flag kills, 0 covers, 0 seals, 64 returns, 0 mid returns, 0 clutch returns, and 0 cherry picks.
{Black_Mage}` supplied the sharpest shooting numbers, finishing with 52% accuracy and 20 kills.
Banter read: -uh.StarzZz`- was the main CTF problem, turning useful moments into scoreboard paperwork.
Aim complaint: {Black_Mage}` hit 52% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 218 | 54 | 40 | 8 | 440 | 13.5 cm | 1.35 | 53% | 14% | 0:16 | |
| 208 | 43 | 36 | 2 | 312 | - | 1.19 | 53% | 52% | 0:18 | |
| Team Total | 426 | 97 | 76 | 10 | 752 | 13.5 cm | 1.28 | 56% | 30% | 0:35 |
| 2 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 7 kills | |||||
| 2 | 6 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 24 | 12 | 0 | 8 | 22 | 0/- | 1374 | 3 | 0 | 0 | 0 | 21 | 0 | 1366 | |
| -🇸🇪 | Attacker | 17 | 9 | 0 | 1 | 26 | 0/- | 726 | 5 | 0 | 0 | 0 | 24 | 0 | 957 | |
| -🇭🇷 | Attacker | 28 | 5 | 0 | 2 | 16 | 0/- | 447 | 4 | 0 | 0 | 0 | 12 | 0 | 627 | |
| -🇧🇪 |
| Attacker |
| 29 |
| 5 |
| 0 |
| 4 |
| 9 |
| 0/- |
| 553 |
| 2 |
| 0 |
| 0 |
| 0 |
| 7 |
| 0 |
| 597 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 250 | 144Hz | 86 | 104 | 193 | 4 | Unstable spikes | ||
| 25000 | 0 | 0Hz | 39 | 57 | 165 | 3 | Unstable spikes | ||
| 30000 | 238 | 238Hz | 22 | 24 | 56 | 1 | Occasional lag spikes | ||
| 25000 | 295 | 143Hz | 47 | 60 | 174 | 2 | Occasional lag spikes |
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 2.70x. Your flag work was one of your best areas, with 24 grabs producing 12 caps and 8 solos. 8 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 2.14x. Your attacking runs had purpose, with 17 grabs leading to 9 caps and 1 solo. Aim was a real positive at 52% accuracy, so keep taking fights where that strength matters. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 1.50x. You ran the flag well and gave your team end product: 5 caps and 4 solos from 29 grabs. I think survival was your main issue: 20-58 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.81x, but I think there are clear areas you can tighten next match. Your attacking runs had purpose, with 28 grabs leading to 5 caps and 2 solos. You fought efficiently: 56-39 with a 1.44 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. |