Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Oct 2026, 21:06
CTF-F_RIFK
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 258 | 102 | 98 | 0 | 333 | 36.0 cm | 1.04 | 51% | 36% | 0:06 |
| tonoFB | 243 | 87 | 95 | 0 | 355 | 19.6 cm | 0.92 | 48% | 27% | 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 |
|---|---|---|---|---|---|---|---|
| otto | 11 | 1 | 3 | 3 | 5 kills | ||
| _-=Pr3dazZz=- | 16 | 5 | 1 | 4 kills | |||
| tono | 14 | 2 | 1 | 4 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 7-4 in favour of Red Team.
The opening breakthrough came at 0:41 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 7 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:30, with Zo-^ finishing for Blue Team. That score set the closing shape of the match at 7-4.
_-=Pr3dazZz=- stood out as the main objective influence with 1 grab, 1 capture, 19 returns, and an MVP score of 676. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 60 grabs, 39 pickups, 11 captures, 2 solos, 12 assists, 87 flag kills, 56 covers, 0 seals, 48 returns, 41 mid returns, 7 clutch returns, and 2 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 36% accuracy and 102 kills.
Banter read: _-=Pr3dazZz=- was the main CTF problem, turning useful moments into scoreboard paperwork.
Cherry watch: =oZ`Locomot!Ve= logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| O2 |
| 170 |
| 52 |
| 102 |
| 0 |
| 254 |
| - |
| 0.51 |
| 34% |
| 20% |
| 0:06 |
| Team Total | 671 | 241 | 295 | 0 | 942 | 27.8 cm | 0.82 | 45% | 28% | 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| otto | 242 | 102 | 80 | 0 | 387 | - | 1.27 | 56% | 27% | 0:08 |
| =oZ`Locomot!Ve= | 210 | 97 | 81 | 0 | 333 | - | 1.20 | 54% | 32% | 0:08 |
| Zo-^ | 191 | 96 | 80 | 0 | 358 | - | 1.20 | 55% | 30% | 0:08 |
| Team Total | 643 | 295 | 241 | 0 | 1078 | - | 1.22 | 55% | 30% | 0:24 |
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.
| 13 |
| 9 |
| 1 |
| 1 |
| 5 kills |
| Zo-^ | 13 | 1 | 5 kills |
| O2 | 5 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| otto | 3 | 1 | 11 kills | |||
| _-=Pr3dazZz=- | 1 | 6 kills | ||||
| tono | 2 | 6 kills | ||||
| =oZ`Locomot!Ve= | 2 | 5 kills | ||||
| Zo-^ | 1 | 5 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 | 1 | 1 | 1 | 0 | 0 | 23/13 | 51 | 6 | 8 | 16 | 0 | 19 | 2 | 676 |
| - | tono | Attacker | 13 | 3 | 2 | 0 | 13 | 0/- | 305 | 9 | 11 | 4 | 0 | 5 | 2 | 663 |
| - | O2 | Attacker | 13 | 3 | 3 | 2 | 11 | 0/- | 344 | 6 | 5 | 5 | 0 | 5 | 0 | 589 |
| - | =oZ`Locomot!Ve= | Attacker | 21 | 0 | 4 | 0 | 12 | 0/- | 263 | 5 | 8 | 4 | 1 | 7 | 1 | 516 |
| - | otto | Defender | 1 | 3 | 1 | 0 | 0 | 18/1 | 68 | 4 | 12 | 9 | 0 | 9 | 0 | 466 |
| - | Zo-^ | Attacker | 11 | 1 | 1 | 0 | 10 | 0/- | 69 | 9 | 12 | 3 | 1 | 3 | 2 | 375 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 15 | 15 | 0 | Good connection | |
| tono | 25000 | 250 | 144Hz | 75 | 79 | 85 | 0 | Sawtooth variation | |
| O2 | 25000 | 120 | 60Hz | 25 | 30 | 43 | 1 | Occasional lag spikes | |
| otto | 25000 | - | - | 37 | 38 | 39 | 0 | Good connection | |
| =oZ`Locomot!Ve= | 25000 | 1337 | 0Hz | 46 | 49 | 54 | 0 | Sawtooth variation | |
| Zo-^ | 25000 | 320 | 0Hz | 35 | 37 | 39 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| _-=Pr3dazZz=- | Dominating | Defender | You played well and finished above your usual level at 1.17x. Your defensive timing was good: 16 mid returns and 2 clutch returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| tono | Dominating | Attacker | You played well and finished above your usual level at 1.12x. Very strong flag running: you made 13 grabs count with 3 caps. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| otto | Stable | Defender | You played around your normal level at 1.02x, so your focus should be small improvements rather than a full reset. As a defender, your standout work was stopping danger before it became a cap: 9 mid returns. You fought efficiently: 102-80 with a 1.27 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
| =oZ`Locomot!Ve= | Stable | Attacker | You played around your normal level at 0.98x, so your focus should be small improvements rather than a full reset. As an attacker, you kept pressure on the enemy base with 21 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. Stay brave on attack, just make the early grab happen with support instead of gambling alone. |
| O2 | Stable | Attacker | I think you had a steady game at 0.90x; one or two stronger moments would lift it nicely. You were dangerous with the flag: 13 grabs led to 3 caps and 2 solos. I think survival was your main issue: 52-102 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. |
| Zo-^ | Struggling | Attacker | You were below your usual level at 0.82x, so cleaner decisions and timing will matter most for you. You looked dangerous whenever you got the flag, and 11 grabs led to 1 cap. The support share was meaningful at 32%, which usually means the quiet team-work was helping the bigger plays happen. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. |