Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Nov 2026, 19:59
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 254 | 113 | 98 | 0 | 308 | 20.3 cm | 1.15 | 54% | 37% | 0:06 | |
| 228 | 109 | 99 | 0 | 293 | - | 1.10 | 52% | 38% | 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 |
|---|---|---|---|---|---|---|---|
| 18 | 6 | 4 | 4 | 5 kills | |||
| 19 | 4 | 3 | 1 | 5 kills | |||
| 13 | 4 | 1 | 1 | 5 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-NeverEndingSpam-3v3 between Red and Blue Team, ending 2-9 in favour of Blue Team.
The opening breakthrough came at 1:17 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 9 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 10:15, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-9.
-uh.StarzZz`- stood out as the main objective influence with 0 grabs, 4 captures, 24 returns, and an MVP score of 786. O2 made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 84 grabs, 58 pickups, 11 captures, 0 solos, 10 assists, 131 flag kills, 55 covers, 8 seals, 71 returns, 1 mid returns, 18 clutch returns, and 1 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 142 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 34 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: O2 logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 227 |
| 88 |
| 98 |
| 0 |
| 300 |
| 36.0 cm |
| 0.90 |
| 47% |
| 30% |
| 0:06 |
| Team Total | 709 | 310 | 295 | 0 | 901 | 28.1 cm | 1.05 | 51% | 35% | 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 420 | 142 | 118 | 0 | 354 | 13.5 cm | 1.20 | 55% | 40% | 0:05 | |
| 253 | 106 | 102 | 0 | 309 | 46.0 cm | 1.04 | 51% | 34% | 0:06 | |
| 218 | 47 | 90 | 0 | 236 | - | 0.52 | 34% | 21% | 0:07 | |
| Team Total | 891 | 295 | 310 | 0 | 899 | 29.7 cm | 0.95 | 49% | 33% | 0:19 |
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.
| 14 |
| 3 |
| 1 |
| 5 kills |
| 18 | 10 | 3 kills |
| 5 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 6 kills | |||||
| 1 | 5 kills | |||||
| 3 | 5 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Defender | 0 | 4 | 1 | 0 | 0 | 40/15 | 236 | 7 | 16 | 0 | 0 | 24 | 2 | 786 | |
| -🇫🇷 | Attacker | 22 | 1 | 5 | 0 | 14 | 0/- | 386 | 10 | 1 | 0 | 1 | 7 | 6 | 713 | |
| -🇩🇪 | Attacker | 20 | 4 | 3 | 0 | 13 | 0/- | 278 | 14 | 12 | 0 | 0 | 8 | 2 | 621 | |
| -🇬🇧 |
| Attacker |
| 26 |
| 1 |
| 0 |
| 0 |
| 23 |
| 0/- |
| 97 |
| 15 |
| 11 |
| 0 |
| 0 |
| 12 |
| 3 |
| 451 |
| -🇩🇪 | Attacker | 15 | 1 | 1 | 0 | 15 | 0/- | 61 | 11 | 7 | 0 | 0 | 6 | 4 | 424 |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 26/- | 42 | 1 | 8 | 1 | 0 | 14 | 1 | 391 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 498 | 498Hz | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 210 | 0Hz | 35 | 38 | 42 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 13 | 14 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 23 | 24 | 26 | 0 | Minor variation | ||
| 25000 | 120 | 60Hz | 27 | 40 | 94 | 4 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 3.33x. As a defender, your standout work was stopping danger before it became a cap: 2 clutch returns. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.10x. You were dangerous with the flag: 26 grabs led to 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.06x. You were dangerous with the flag: 20 grabs led to 4 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 0.94x, so your focus should be small improvements rather than a full reset. Your attacking runs had purpose, with 22 grabs leading to 1 cap. I think survival was your main issue: 47-90 means you died too often before you could put enough pressure on the enemy or help your team objective. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Struggling | Attacker | You were below your usual level at 0.83x, so cleaner decisions and timing will matter most for you. Your attacking runs had purpose, with 15 grabs leading to 1 cap. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Feeding | Defender | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. As a defender, your standout work was stopping danger before it became a cap: 1 mid return and 1 clutch return. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |