Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Jun 2026, 23:47
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 249 | 43 | 12 | 0 | 470 | 13.5 cm | 3.58 | 78% | 43% | 0:54 |
| Team Total | 249 | 43 | 12 | 0 | 470 | 13.5 cm | 3.58 | 78% | 43% | 0:55 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 |
|---|
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | {Black_Mage}` | 43 |
| Killer | Victim | |
|---|---|---|
| {Black_Mage}` | -uh.StarzZz`- | 12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 1 | 2 | 13 kills |
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Generated from the match events and player statistics.
A decisive game of 1v1 Normal Weapons CTF took place on CTF-Yard-v3 between Red and Blue Team, ending 18-5 in favour of Red Team.
The opening breakthrough came at 1:04 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 18 of the 23 captures. The scoring pattern stayed relatively stable once the first lead was established. 23 captures were completed solo.
The final capture arrived at 10:58, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 18-5.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 43% accuracy and 43 kills.
Aim complaint: -uh.StarzZz`- hit 43% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| {Black_Mage}`FB | 71 | 12 | 43 | 0 | 193 | - | 0.28 | 22% | 4% | 0:15 |
| Team Total | 71 | 12 | 43 | 0 | 193 | - | 0.28 | 22% | 4% | 0:15 |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -uh.StarzZz`- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 249 |
| - | {Black_Mage}` | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 71 |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 9 | 8 | 8 | 1 | 26 | |||||
| {Black_Mage}` | 3 | 1 | 1 | 5 | ||||||
| Totals | 9 | 11 | 9 | 2 | 31 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| {Black_Mage}` | 4 | 86 | 86 | 21 | 27 | 138 | ||||||
| -uh.StarzZz`- | 10 | 51 | 51 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
CTF objective progression by player across this match.
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.
Each coloured line is a player. Hover dots to see which pickup they collected.
| 20 |
| 25 |
| 106 |
| Totals | 14 | 137 | 137 | 41 | 52 | 244 |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 21 | 27 | 136 | 0 | Variable ping | |
| {Black_Mage}` | 25000 | 0 | 0Hz | 37 | 53 | 162 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Godlike | Attacker | Well played, this was a fantastic performance at 4.57x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 43-12 with a 3.58 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| {Black_Mage}` | Feeding | Defender | This was a hard outing for you at 0.39x; treat it as a reset point, not a verdict on your ability. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. I think survival was your main issue: 12-43 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |