Unreal HeavenThe home of 2v2 and 3v3 iCTF9 May 2026, 16:04
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 335 | 84 | 118 | 0 | 399 | 46.0 cm | 0.71 | 42% | 37% | 55 | 38% | 0:05 |
| Neddy | 288 | 119 | 124 | 0 | 602 | - | 0.96 | 49% | 25% | 96 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Neddy | 19 | 7 | 2 | 1 | 5 kills | ||
| Sezza | 15 | 8 | 4 | 4 | 5 kills | ||
| -cide- | 9 | 4 | 2 | 5 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 14-1 in favour of Red Team.
The opening breakthrough came at 0:34 when Neddy scored for Red Team. Red Team created more scoring chances, converting 14 of the 15 captures. The scoring pattern stayed relatively stable once the first lead was established. 11 captures were completed solo.
The final capture arrived at 10:50, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 14-1.
-cide- stood out as the main objective influence with 24 grabs, 10 captures, 11 returns, and an MVP score of 1300. pho` made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 61 grabs, 41 pickups, 15 captures, 7 solos, 4 assists, 87 flag kills, 38 covers, 0 seals, 46 returns, 37 mid returns, 9 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 37% accuracy and 84 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 44 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: pho` 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.
| 65% |
| 0:05 |
| Team Total | 623 | 203 | 242 | 0 | 1001 | 46.0 cm | 0.84 | 46% | 29% | - | - | 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| SezzaFB | 308 | 125 | 96 | 0 | 549 | - | 1.30 | 57% | 31% | 109 | 64% | 0:06 |
| pho` | 292 | 117 | 107 | 0 | 504 | 20.3 cm | 1.09 | 52% | 28% | 110 | 79% | 0:06 |
| Team Total | 600 | 242 | 203 | 0 | 1053 | 20.3 cm | 1.19 | 54% | 29% | - | - | 0:13 |
| 19 |
| 9 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Neddy | 2 | 8 kills | ||||
| Sezza | 6 | 7 kills | ||||
| -cide- | 2 | 5 kills | ||||
| pho` | 3 | 5 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.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 24 | 10 | 2 | 5 | 13 | 0/- | 1013 | 20 | 8 | 10 | 0 | 11 | 1 | 1300 |
| - | Neddy | Attacker | 15 | 4 | 2 | 1 | 16 | 0/- | 387 | 13 | 19 | 10 | 0 | 10 | 0 | 841 |
| - | Sezza | Attacker | 6 | 0 | 0 | 0 | 30 | 0/- | 0 | 2 | 9 | 13 | 0 | 16 | 3 | 637 |
| - |
| Attacker |
| 16 |
| 1 |
| 0 |
| 1 |
| 28 |
| 0/- |
| 100 |
| 6 |
| 2 |
| 4 |
| 0 |
| 9 |
| 5 |
| 608 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30000 | 360 | 240Hz | 26 | 27 | 27 | 0 | Good connection | |
| Neddy | 30000 | - | - | 35 | 35 | 36 | 0 | Good connection | |
| Sezza | 30000 | - | - | 17 | 18 | 18 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 22 | 23 | 24 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Sezza | Godlike | Attacker | You played a really good game here and your 2.50x rating shows it. 6 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. You fought efficiently: 125-96 with a 1.30 K/D, and I think you played your role in the team well. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| -cide- | Godlike | Attacker | You played a really good game here and your 2.28x rating shows it. Very strong flag running: you made 24 grabs count with 10 caps and 5 solos. I think survival was your main issue: 84-118 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. |
| pho` | Godlike | Attacker | You put together a top-level game here and finished at 1.70x. You were dangerous with the flag: 16 grabs led to 1 cap and 1 solo. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| Neddy | Dominating | Attacker | You gave your team a strong contribution and finished at 1.25x. You ran the flag well and gave your team end product: 4 caps and 1 solo from 15 grabs. The volume of fights was there, but 25% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |