Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 22:19
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 522 | 153 | 73 | 0 | 742 | - | 2.10 | 68% | 26% | 140 | 73% | 0:18 |
| majsus | 290 | 88 | 86 | 0 | 589 | - | 1.02 | 51% | 18% | 82 | 77% | 0:07 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Neddy | vuur_tijger_12 | 83 |
| Neddy | -Frag- | 70 |
| majsus | vuur_tijger_12 | 42 |
| majsus | -Frag- | 46 |
| Killer | Victim | |
|---|---|---|
| vuur_tijger_12 | Neddy | 35 |
| vuur_tijger_12 | majsus | 54 |
| -Frag- | Neddy | 38 |
| -Frag- | majsus | 32 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Neddy | 19 | 9 | 8 | 4 | 5 kills | ||
| -Frag- | 6 | 1 | 1 | 5 kills | |||
| majsus | 17 | 2 | 1 | 4 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 15-0 in favour of Red Team.
The opening breakthrough came at 0:36 when Neddy scored for Red Team. Red Team created more scoring chances, converting 15 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 10 captures were completed solo.
The final capture arrived at 10:57, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 15-0.
Neddy stood out as the main objective influence with 24 grabs, 10 captures, 12 returns, and an MVP score of 1606. Neddy made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 68 grabs, 34 pickups, 15 captures, 7 solos, 5 assists, 87 flag kills, 47 covers, 0 seals, 53 returns, 41 mid returns, 12 clutch returns, and 0 cherry picks.
Neddy supplied the sharpest shooting numbers, finishing with 26% accuracy and 153 kills.
Banter read: Neddy was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: Neddy produced 5 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total | 812 | 241 | 159 | 0 | 1331 | - | 1.52 | 60% | 22% | - | - | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| vuur_tijger_12 | 229 | 89 | 125 | 0 | 521 | - | 0.71 | 42% | 23% | 71 | 59% | 0:05 |
| -Frag-FB | 206 | 70 | 116 | 0 | 559 | - | 0.60 | 38% | 22% | 39 | 32% | 0:05 |
| Team Total | 435 | 159 | 241 | 0 | 1080 | - | 0.66 | 40% | 22% | - | - | 0:11 |
| 11 |
| 2 |
| 2 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Neddy | 11 | 1 | 10 kills | |||
| -Frag- | 1 | 5 kills | ||||
| majsus | 1 | 5 kills | ||||
| vuur_tijger_12 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Neddy | Attacker | 24 | 10 | 3 | 6 | 21 | 0/- | 1123 | 13 | 20 | 9 | 0 | 12 | 5 | 1606 |
| - | majsus | Attacker | 13 | 5 | 2 | 1 | 22 | 0/- | 377 | 9 | 19 | 17 | 0 | 19 | 0 | 921 |
| - | -Frag- | Attacker | 21 | 0 | 0 | 0 | 24 | 0/- | 0 | 3 | 3 | 7 | 0 | 14 | 3 | 529 |
| - |
| Attacker |
| 10 |
| 0 |
| 0 |
| 0 |
| 20 |
| 0/- |
| 0 |
| 9 |
| 5 |
| 8 |
| 0 |
| 8 |
| 4 |
| 487 |
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.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Neddy | 20000 | - | - | 31 | 32 | 32 | 0 | Good connection | |
| majsus | 20000 | - | - | 38 | 40 | 42 | 0 | Minor variation | |
| vuur_tijger_12 | 20000 | - | - | 22 | 24 | 25 | 0 | Minor variation | |
| -Frag- | 20000 | - | - | 31 | 32 | 32 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Neddy | Godlike | Attacker | You had a huge game and played well above your usual level at 2.33x. Your grabs and running were a real strength, with 24 grabs turning into 10 caps and 6 solos. You fought efficiently: 153-73 with a 2.10 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. |
| majsus | Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.65x. Excellent flag running from you: 13 grabs became 5 caps and 1 solo. The volume of fights was there, but 18% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| vuur_tijger_12 | Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.15x. 10 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 89-125 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. |
| -Frag- | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.11x. 21 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 70-116 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. |