Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Nov 2026, 23:08
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 221 | 93 | 86 | 0 | 267 | - | 1.08 | 52% | 35% | 0:07 | |
| 161 | 96 | 98 | 0 | 230 | 20.3 cm | 0.98 | 49% | 42% | 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 |
|---|---|---|---|---|---|---|---|
| 9 | 4 | 2 | 4 kills | ||||
| 15 | 3 | 3 kills | |||||
| 10 | 4 | 1 | 1 | 5 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-UH-RIFK-3v3 between Red and Blue Team, ending 0-3 in favour of Blue Team.
The opening breakthrough came at 8:07 when newut scored for Blue Team. Blue Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
The final capture arrived at 9:31, with Grimace finishing for Blue Team. That score set the closing shape of the match at 0-3.
-cide- stood out as the main objective influence with 11 grabs, 0 captures, 11 returns, and an MVP score of 498. newut made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 67 grabs, 23 pickups, 3 captures, 1 solos, 3 assists, 87 flag kills, 23 covers, 0 seals, 63 returns, 60 mid returns, 3 clutch returns, and 1 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 42% accuracy and 96 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 16 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: newut logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 151 |
| 89 |
| 96 |
| 0 |
| 277 |
| 36.0 cm |
| 0.93 |
| 48% |
| 33% |
| 0:06 |
| Team Total | 533 | 278 | 280 | 0 | 774 | 28.1 cm | 0.99 | 50% | 36% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 226 | 88 | 98 | 0 | 267 | - | 0.90 | 47% | 34% | 0:06 | |
| 205 | 102 | 93 | 0 | 276 | 46.0 cm | 1.10 | 52% | 37% | 0:07 | |
| 163 | 90 | 87 | 0 | 276 | - | 1.03 | 51% | 33% | 0:07 | |
| Team Total | 594 | 280 | 278 | 0 | 819 | 46.0 cm | 1.01 | 50% | 35% | 0:22 |
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 |
| 6 |
| 1 |
| 4 kills |
| 15 | 4 | 1 | 1 | 5 kills |
| 16 | 4 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 7 kills | |||||
| 3 | 7 kills | |||||
| 1 | 6 kills | |||||
| 1 | 6 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 11 | 0 | 2 | 0 | 13 | 0/- | 132 | 5 | 11 | 11 | 0 | 11 | 0 | 498 | |
| -- | Defender | 0 | 2 | 0 | 0 | 0 | 22/6 | 3 | 2 | 3 | 14 | 0 | 15 | 0 | 467 | |
| -🇺🇸 | Attacker | 23 | 1 | 1 | 1 | 7 | 0/- | 165 | 7 | 2 | 6 | 1 | 6 | 1 | 455 | |
| -- |
| Defender |
| 0 |
| 0 |
| 0 |
| 0 |
| 0 |
| 22/4 |
| 0 |
| 0 |
| 1 |
| 13 |
| 0 |
| 13 |
| 1 |
| 435 |
| -🇬🇧 | Attacker | 19 | 0 | 0 | 0 | 12 | 0/- | 0 | 2 | 1 | 8 | 0 | 9 | 1 | 320 |
| -🇬🇧 | Attacker | 14 | 0 | 0 | 0 | 11 | 0/- | 0 | 7 | 5 | 8 | 0 | 9 | 0 | 286 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 30000 | 360 | 0Hz | 32 | 35 | 37 | 0 | Bumpy connection | ||
| 25000 | 400 | 280Hz | 17 | 17 | 18 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 85 | 87 | 90 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 22 | 23 | 26 | 0 | Bumpy connection | ||
| 30000 | 600 | 500Hz | 16 | 16 | 17 | 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 made a clear difference in this match and finished well above your normal level at 1.98x. 11 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.78x. You were active on attack with 19 grabs; I think your next step is turning more of those into safe runs. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Defender | You gave your team more than expected here and finished at 1.15x. You helped keep the score under control with 14 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. | |
| Stable | Defender | You were close to your usual level at 1.07x, with room to turn steady play into a bigger influence. Your defensive timing was good: 13 mid returns and 1 clutch return cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. | |
| Stable | Attacker | I think you had a steady game at 0.99x; one or two stronger moments would lift it nicely. Very strong flag running: you made 23 grabs count with 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Keep looking for openings, but try not to chance it when nobody is ready to cover or pick up. | |
| Struggling | Attacker | You were below your usual level at 0.79x, so cleaner decisions and timing will matter most for you. As an attacker, you kept pressure on the enemy base with 14 grabs; your next jump is converting more of those starts into completed runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |