Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Sept 2026, 21:18
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 235 | 118 | 72 | 1 | 272 | 20.3 cm | 1.64 | 62% | 46% | 0:12 |
| _-=Pr3dazZz=- | 203 | 71 | 52 | 0 | 290 | 36.0 cm | 1.37 | 58% | 29% | 0:17 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 14 | 12 | 1 | 5 kills | |||
| _-=Pr3dazZz=- | 6 | 1 | 1 | 1 | 5 kills | ||
| pat^o2 | 15 | 1 | 2 | 4 kills | |||
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Generated from the match events and player statistics.
A decisive game of 4v3 Normal Weapons CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 9-1 in favour of Red Team.
The opening breakthrough came at 0:26 when pat^o2 scored for Red Team. Red Team created more scoring chances, converting 9 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 9:57, with pat^o2 finishing for Red Team on a solo run. That score set the closing shape of the match at 9-1.
_-=Pr3dazZz=- stood out as the main objective influence with 0 grabs, 5 captures, 11 returns, and an MVP score of 525. -cide- made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 51 grabs, 25 pickups, 10 captures, 2 solos, 9 assists, 65 flag kills, 39 covers, 0 seals, 40 returns, 37 mid returns, 3 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 46% accuracy and 24 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 2 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- 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.
| 193 |
| 92 |
| 74 |
| 0 |
| 361 |
| - |
| 1.24 |
| 55% |
| 30% |
| 0:12 |
| -cide- | 58 | 24 | 27 | 0 | 52 | 46.0 cm | 0.89 | 47% | 46% | 0:08 |
| Team Total | 689 | 305 | 225 | 1 | 975 | 34.1 cm | 1.36 | 58% | 35% | 0:52 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 156 | 65 | 90 | 1 | 212 | 46.0 cm | 0.72 | 42% | 31% | 0:07 |
| O2 | 116 | 48 | 67 | 0 | 203 | - | 0.72 | 42% | 24% | 1:07 |
| ROSE | 110 | 61 | 97 | 0 | 298 | - | 0.63 | 39% | 25% | 0:09 |
| Team Total | 382 | 174 | 254 | 1 | 713 | 46.0 cm | 0.69 | 41% | 26% | 1:24 |
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.
| 10 |
| 1 |
| 1 |
| 5 kills |
| -cide- | 3 | 3 | 3 kills |
| ROSE | 9 | 2 kills |
| O2 | 7 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 8 kills | ||||
| _-=Pr3dazZz=- | 2 | 5 kills | ||||
| pat^o2 | 1 | 5 kills | ||||
| -cide- | 4 kills | |||||
| -cide- | 3 kills | |||||
| ROSE | 3 kills | |||||
| O2 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | _-=Pr3dazZz=- | Defender | 0 | 5 | 0 | 0 | 0 | 13/8 | 0 | 7 | 13 | 11 | 0 | 11 | 0 | 525 |
| - | pho` | Attacker | 15 | 2 | 4 | 0 | 8 | 0/- | 0 | 6 | 18 | 4 | 0 | 5 | 0 | 450 |
| - | pat^o2 | Attacker | 16 | 2 | 5 | 1 | 4 | 0/- | 0 | 6 | 2 | 2 | 0 | 2 | 1 | 385 |
| - | -cide- | Defender | 0 | 0 | 0 | 0 | 0 | 13/7 | 0 | 2 | 4 | 10 | 0 | 10 | 1 | 357 |
| - | O2 | Attacker | 14 | 1 | 0 | 1 | 11 | 0/- | 0 | 2 | 0 | 4 | 0 | 4 | 1 | 285 |
| - | ROSE | Attacker | 6 | 0 | 0 | 0 | 10 | 0/- | 0 | 2 | 2 | 2 | 0 | 4 | 0 | 220 |
| - | -cide- | Defender | 0 | 0 | 0 | 0 | 0 | 6/- | 0 | 0 | 0 | 4 | 0 | 4 | 0 | 184 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 25 | 26 | 27 | 0 | Good connection | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 13 | 14 | 14 | 0 | Good connection | |
| pat^o2 | 25000 | - | - | 30 | 32 | 36 | 0 | Sawtooth variation | |
| pho` | 25000 | 400 | 280Hz | 15 | 16 | 17 | 0 | Good connection | |
| ROSE | 25000 | 260 | 0Hz | 272 | 273 | 278 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 24 | 26 | 29 | 0 | Minor variation | |
| O2 | 25000 | 120 | 60Hz | 26 | 2189 | 15757 | 5 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Attacker | You had a huge game and played well above your usual level at 3.01x. You were dangerous with the flag: 15 grabs led to 2 caps. You fought efficiently: 118-72 with a 1.64 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. |
| -cide- | Godlike | Defender | This was excellent work from you, with your match rating landing at 1.50x. Your defensive timing was good: 10 mid returns and 1 clutch return cut off runs at important moments. I think survival was your main issue: 65-90 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| _-=Pr3dazZz=- | Godlike | Defender | Well played, this was a fantastic performance at 1.42x. Your defensive timing was good: 11 mid returns cut off runs at important moments. You fought efficiently: 71-52 with a 1.37 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. |
| pat^o2 | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.27x. You carried real threat on attack, turning 16 grabs into 2 caps and 1 solo. 55% efficiency shows the fight selection was generally good. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| O2 | Struggling | Attacker | You had a quieter game than normal at 0.79x; I think the useful part is that your improvement target is visible. Your attacking play was strong, especially because you turned 14 grabs into 1 cap and 1 solo. I think survival was your main issue: 48-67 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. |
| -cide- | Feeding | Defender | You had a rough game at 0.69x, so I think your goal should be to simplify and rebuild from safer plays. You helped keep the score under control with 4 mid returns. Aim was a real positive at 46% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| ROSE | Feeding | Attacker | This was a hard outing for you at 0.63x; treat it as a reset point, not a verdict on your ability. You were active on attack with 6 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 61-97 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |