Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Nov 2026, 02:02
5-Cubes Rahnem2
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 343 | 136 | 97 | 0 | 397 | - | 1.40 | 58% | 34% | 0:06 | |
| 138 | 49 | 109 | 0 | 238 | - | 0.45 | 31% | 21% | 0:06 | |
| Team Total | 481 | 185 | 206 | 0 | 635 | - | 0.90 | 47% | 29% | 0:13 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 62 | ||
| 74 | ||
| 26 | ||
| 23 |
| Killer | Victim | |
|---|---|---|
| 57 | ||
| 55 | ||
| 40 | ||
| 54 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 5 | 1 | 2 | 5 kills | |||
| 27 | 12 | 3 kills | |||||
| 13 | 2 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-UH-Rahnem5 between Red and Blue Team, ending 0-6 in favour of Blue Team.
The opening breakthrough came at 1:53 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 6 of the 6 captures. The scoring pattern stayed relatively stable once the first lead was established. 3 captures were completed solo.
The final capture arrived at 9:30, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-6.
_-=Pr3dazZz=- stood out as the main objective influence with 16 grabs, 2 captures, 13 returns, and an MVP score of 767. newut made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 52 grabs, 44 pickups, 6 captures, 3 solos, 3 assists, 90 flag kills, 25 covers, 0 seals, 44 returns, 37 mid returns, 7 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 36% accuracy and 94 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: newut produced 3 close-save returns, also known as deleting someone else's highlight clip.
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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 270 | 112 | 88 | 0 | 316 | 36.0 cm | 1.27 | 56% | 36% | 0:07 | |
| 258 | 94 | 97 | 0 | 259 | 20.3 cm | 0.97 | 49% | 36% | 0:06 | |
| Team Total | 528 | 206 | 185 | 0 | 575 | 28.1 cm | 1.11 | 53% | 36% | 0:14 |
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.
| 4 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 5 | 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 | 16 | 2 | 1 | 0 | 16 | 0/- | 293 | 11 | 14 | 12 | 0 | 13 | 1 | 767 | |
| -🇬🇧 | Attacker | 14 | 4 | 2 | 3 | 21 | 0/- | 307 | 18 | 3 | 7 | 0 | 8 | 1 | 747 | |
| -🇺🇸 | Attacker | 10 | 0 | 0 | 0 | 40 | 0/- | 0 | 4 | 5 | 13 | 0 | 16 | 3 | 634 | |
| -- |
| Attacker |
| 12 |
| 0 |
| 0 |
| 0 |
| 13 |
| 0/- |
| 0 |
| 11 |
| 3 |
| 5 |
| 0 |
| 7 |
| 2 |
| 297 |
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 | 260 | 0Hz | 282 | 284 | 286 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 84 | 86 | 90 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 15 | 16 | 16 | 0 | Good connection | ||
| 25000 | 498 | 498Hz | 13 | 14 | 14 | 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 had a huge game and played well above your usual level at 2.54x. You looked dangerous whenever you got the flag, and 14 grabs led to 4 caps and 3 solos. 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. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.22x. 10 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You fought efficiently: 136-97 with a 1.40 K/D, and I think you played your role in the team well. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Dominating | Attacker | You had a positive match and your 1.14x rating backs that up. Your attacking play was strong, especially because you turned 16 grabs into 2 caps. You fought efficiently: 112-88 with a 1.27 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. | |
| Feeding | Attacker | You had a tough match at 0.50x, well below your usual level, but I think it is fixable. You were active on attack with 12 grabs; I think your next step is turning more of those into safe runs. I think survival was your main issue: 49-109 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |