Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 15:45
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 443 | 142 | 113 | 0 | 709 | - | 1.26 | 56% | 28% | 108 | 53% | 0:06 | |
| 392 | 118 | 109 | 0 | 626 | - | 1.08 | 52% | 27% | 96 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 5 | 3 | 3 | 5 kills | |||
| 28 | 3 | 1 | 1 | 5 kills | |||
| 31 | 12 | 1 | 4 kills |
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Generated from the match events and player statistics.
A tight game of 2v1 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 1:52 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 12:01, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-4.
-cide- made the biggest clutch contribution, recording 12 close-save returns.
-cide- supplied the sharpest shooting numbers, finishing with 36% accuracy and 222 kills.
Clutch desk: -cide- produced 12 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.
| 57% |
| 0:06 |
| Team Total | 835 | 260 | 222 | 0 | 1335 | - | 1.17 | 54% | 28% | - | - | 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 786 | 222 | 260 | 0 | 939 | 46.0 cm | 0.85 | 46% | 36% | 153 | 46% | 0:11 | |
| Team Total | 786 | 222 | 260 | 0 | 939 | 46.0 cm | 0.85 | 46% | 36% | - | - | 0:11 |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 6 | 7 kills | |||||
| 2 | 7 kills | |||||
| 2 | 6 kills |
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. Extra time starts at 10:00.
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. Yellow shading marks extra time.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 786 | |
| -🇸🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 443 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 392 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 32 | 32 | 32 | 0 | Good connection | ||
| 20000 | - | - | 259 | 261 | 264 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 25 | 37 | 48 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Well played, this was a fantastic performance at 2.52x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | You played around your normal level at 1.10x, so your focus should be small improvements rather than a full reset. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 142-113 with a 1.26 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.87x, but I think there are clear areas you can tighten next match. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |