Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 14:58
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 440 | 116 | 149 | 0 | 644 | 20.3 cm | 0.78 | 44% | 31% | 72 | 36% | 0:05 | |
| 435 | 131 | 137 | 0 | 623 | 46.0 cm | 0.96 | 49% | 34% | 90 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 55 | ||
| 66 | ||
| 65 |
| Killer | Victim | |
|---|---|---|
| 83 | ||
| 77 | ||
| 66 | ||
| 60 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 2 | 2 | 2 | 5 kills | |||
| 26 | 12 | 4 | 1 | 5 kills | |||
| 18 | 6 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 2v2 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 7-6 in favour of Red Team.
The opening breakthrough came at 0:08 when .^w^.JSkey scored for Blue Team. Red Team created more scoring chances, converting 7 of the 13 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Red 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 13:11, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 7-6.
.^w^.JSkey stood out as the main objective influence with 28 grabs, 6 captures, 34 returns, and an MVP score of 1635. .^w^.JSkey made the biggest clutch contribution, recording 8 close-save returns.
Objective ledger for the match: 107 grabs, 68 pickups, 13 captures, 6 solos, 5 assists, 162 flag kills, 67 covers, 0 seals, 94 returns, 73 mid returns, 21 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 34% accuracy and 131 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 45 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: .^w^.JSkey produced 8 close-save returns, also known as deleting someone else's highlight clip.
| 43% |
| 0:05 |
| Team Total | 875 | 247 | 286 | 0 | 1267 | 33.1 cm | 0.86 | 46% | 32% | - | - | 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 572 | 160 | 127 | 0 | 825 | - | 1.26 | 56% | 28% | 148 | 64% | 0:06 | |
| 389 | 126 | 120 | 0 | 866 | - | 1.05 | 51% | 21% | 108 | 59% | 0:06 | |
| Team Total | 961 | 286 | 247 | 0 | 1691 | - | 1.16 | 54% | 24% | - | - | 0:13 |
| 18 |
| 8 |
| 3 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 8 kills | |||||
| 3 | 7 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills |
Red Team ultimately secured the result through stronger capture conversion and late-game control.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match. Extra time starts at 10:00.
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 | 28 | 6 | 0 | 2 | 50 | 0/- | 362 | 25 | 12 | 28 | 0 | 34 | 8 | 1635 | |
| -🇬🇧 | Attacker | 32 | 2 | 2 | 1 | 40 | 0/- | 320 | 15 | 12 | 19 | 0 | 23 | 8 | 1219 | |
| -🇭🇺 | Attacker | 26 | 5 | 0 | 3 | 37 | 0/- | 380 | 19 | 17 | 13 | 0 | 20 | 3 | 1131 | |
| -🇸🇪 | Attacker | 21 | 0 | 3 | 0 | 35 | 0/- | 238 | 9 | 26 | 13 | 0 | 17 | 2 | 1019 |
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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. Yellow shading marks extra time.
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 | 360 | 240Hz | 44 | 45 | 47 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 15 | 16 | 17 | 0 | Good connection | ||
| 20000 | - | - | 31 | 32 | 34 | 0 | Minor variation | ||
| 20000 | - | - | 36 | 36 | 37 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 2.23x rating shows it. Your attacking runs had purpose, with 32 grabs leading to 2 caps and 1 solo. I think survival was your main issue: 116-149 means you died too often before you could put enough pressure on the enemy or help your team objective. 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 | This was excellent work from you, with your match rating landing at 1.99x. You were dangerous with the flag: 26 grabs led to 5 caps and 3 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | You had a huge game and played well above your usual level at 1.29x. You were active on attack with 21 grabs; I think your next step is turning more of those into safe runs. The volume of fights was there, but 21% 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.27x. You ran the flag well and gave your team end product: 6 caps and 2 solos from 28 grabs. You fought efficiently: 160-127 with a 1.26 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. |