Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Sept 2026, 21:27
CTF-Abreez-SE
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`-FB | 220 | 90 | 52 | 0 | 262 | 13.5 cm | 1.73 | 63% | 36% | 0:12 |
| -cide- | 145 | 53 | 73 | 0 | 155 | 46.0 cm | 0.73 | 42% | 34% | 0:08 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 13 | 5 | 1 | 4 kills | |||
| _-=Pr3dazZz=- | 13 | 2 kills | |||||
| tono | 10 | 3 | 3 kills | ||||
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Generated from the match events and player statistics.
A tight game of 3v3 Normal Weapons CTF took place on CTF-UH-Abreez-SE between Red and Blue Team, ending 4-3 in favour of Red Team.
The opening breakthrough came at 1:12 when tono scored for Blue Team. Red Team created more scoring chances, converting 4 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 1 capture was completed solo.
Red Team had to recover after falling behind, turning the match around through the middle phase rather than protecting an early lead.
The final capture arrived at 7:59, with -cide- finishing for Red Team. That score set the closing shape of the match at 4-3.
tono stood out as the main objective influence with 12 grabs, 1 capture, 5 returns, and an MVP score of 380. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 47 grabs, 24 pickups, 7 captures, 1 solos, 7 assists, 64 flag kills, 23 covers, 23 seals, 40 returns, 0 mid returns, 4 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 36% accuracy and 90 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 14 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 2 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.
| burnzy |
| 144 |
| 60 |
| 65 |
| 0 |
| 215 |
| - |
| 0.92 |
| 48% |
| 29% |
| 0:10 |
| Team Total | 509 | 203 | 190 | 0 | 632 | 29.7 cm | 1.07 | 52% | 33% | 0:32 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| _-=Pr3dazZz=- | 205 | 76 | 75 | 0 | 234 | 36.0 cm | 1.01 | 50% | 33% | 0:08 |
| tono | 168 | 73 | 55 | 0 | 278 | 19.6 cm | 1.33 | 57% | 27% | 0:11 |
| O2 | 85 | 41 | 73 | 0 | 214 | - | 0.56 | 36% | 20% | 0:08 |
| Team Total | 458 | 190 | 203 | 0 | 726 | 27.8 cm | 0.94 | 48% | 27% | 0:30 |
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.
| 12 |
| 2 kills |
| -cide- | 6 | 2 kills |
| O2 | 5 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 4 | 1 | 12 kills | |||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| tono | 4 kills | |||||
| burnzy | 4 kills | |||||
| -cide- | 4 kills | |||||
| O2 | 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | tono | Attacker | 12 | 1 | 2 | 1 | 5 | 0/- | 252 | 5 | 5 | 0 | 0 | 5 | 0 | 380 |
| - | burnzy | Attacker | 11 | 2 | 1 | 0 | 6 | 0/- | 193 | 5 | 5 | 0 | 0 | 2 | 1 | 356 |
| - | -uh.StarzZz`- | Defender | 1 | 1 | 2 | 0 | 0 | 16/3 | 83 | 4 | 5 | 0 | 0 | 10 | 0 | 347 |
| - | -cide- | Attacker | 11 | 1 | 2 | 0 | 11 | 0/- | 124 | 3 | 1 | 0 | 0 | 9 | 2 | 314 |
| - | _-=Pr3dazZz=- | Defender | 0 | 1 | 0 | 0 | 0 | 19/6 | 21 | 4 | 7 | 0 | 0 | 10 | 0 | 266 |
| - | O2 | Attacker | 12 | 1 | 0 | 0 | 7 | 0/- | 27 | 3 | 0 | 0 | 0 | 4 | 1 | 163 |
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 | 12 | 13 | 14 | 0 | Good connection | |
| burnzy | 25000 | - | - | 9 | 12 | 14 | 0 | Rhythmic fluctuation | |
| -cide- | 30000 | 360 | 240Hz | 27 | 29 | 31 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 15 | 16 | 0 | Good connection | |
| O2 | 25000 | 120 | 60Hz | 26 | 29 | 40 | 1 | Occasional lag spikes | |
| tono | 25000 | 250 | 144Hz | 70 | 73 | 76 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -uh.StarzZz`- | Godlike | Defender | Well played, this was a fantastic performance at 2.55x. As a defender, you were busy around the flag with 16 defensive flag kills and 10 returns. You fought efficiently: 90-52 with a 1.73 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| -cide- | Godlike | Attacker | You put together a top-level game here and finished at 1.54x. Your grabs and running were a real strength, with 11 grabs turning into 1 cap. I think survival was your main issue: 53-73 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| tono | Dominating | Attacker | You played well and finished above your usual level at 1.11x. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 12 grabs. You fought efficiently: 73-55 with a 1.33 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| _-=Pr3dazZz=- | Stable | Defender | You were close to your usual level at 1.08x, with room to turn steady play into a bigger influence. You were active in the flag room: 19 defensive flag kills and 10 returns show repeated stops. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |
| burnzy | Stable | Attacker | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. Very strong flag running: you made 11 grabs count with 2 caps. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| O2 | Feeding | Attacker | This was a hard outing for you at 0.55x; treat it as a reset point, not a verdict on your ability. Very strong flag running: you made 12 grabs count with 1 cap. I think survival was your main issue: 41-73 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. |