Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Sept 2025, 19:23
Bunny Track: Maverick
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| macz^ | 34 | 0 | 0 | 29 | 65 | - | 0 | 0% | 0% | 11:26 |
| Team Total | 34 | 0 | 0 | 29 | 65 | - | 0 | - | 0% | 11:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| No matchups recorded | ||
| Killer | Victim | |
|---|---|---|
| No matchups recorded | ||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 1v3 Normal Weapons CTF took place on BT-Maverick between Red and Blue Team, ending 2-1 in favour of Red Team.
The opening breakthrough came at 6:39 when macz^ scored for Red Team. Red Team created more scoring chances, converting 3 of the 3 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 13:40, with macz^ finishing for Red Team on a solo run. That score set the closing shape of the match at 2-1.
macz^ supplied the sharpest shooting numbers, finishing with 0% accuracy and 0 kills.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 7 |
| 0 |
| 0 |
| 3 |
| 6 |
| - |
| 0 |
| 0% |
| 0% |
| 2:28 |
| Broken_Soul | -12 | 0 | 1 | 12 | 5 | 58.3 cm | 0.00 | 0% | 0% | 12:45 |
| -uh.StarzZz`- | -35 | 0 | 0 | 36 | 27 | 13.5 cm | 0 | 0% | 0% | 16:51 |
| Team Total | -40 | 0 | 1 | 51 | 38 | 35.9 cm | 0.00 | 0% | 0% | 32:04 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | macz^ | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 34 |
| - | macz^ | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 7 |
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| - | -uh.StarzZz`- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| macz^ | 30000 | - | - | 19 | 25 | 102 | 2 | Occasional lag spikes | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 11 | 14 | 21 | 0 | Sawtooth variation | |
| Broken_Soul | 30000 | - | - | 13 | 18 | 102 | 1 | Occasional lag spikes | |
| macz^ | 30000 | - | - | 21 | 22 | 22 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| macz^ | Stable | Defender | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| -uh.StarzZz`- | Feeding | Defender | You had a tough match at 0.00x, well below your usual level, but I think it is fixable. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. 36 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| Broken_Soul | Feeding | Defender | This was a hard outing for you at 0.00x; treat it as a reset point, not a verdict on your ability. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. 12 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| macz^ | Feeding | Defender | You had a tough match at 0.00x, well below your usual level, but I think it is fixable. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. 29 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |