Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Aug 2025, 21:53
CTF-Flakspam-SCE
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 242 | 87 | 46 | 6 | 411 | - | 1.89 | 63% | 63% | 0:14 | |
| 148 | 46 | 46 | 2 | 361 | - | 1.00 | 49% | 53% | 0:14 | |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 15 | 2 kills | ||||||
| 9 | 3 | 1 | 1 | 5 kills | |||
| 5 | 1 | 3 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 3v3 Flak CTF took place on CTF-Flakspam-SCE between Red and Blue Team, ending 13-7 in favour of Red Team.
The opening breakthrough came at 0:40 when Maber scored for Red Team. Red Team created more scoring chances, converting 13 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:38, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 13-7.
macz^ stood out as the main objective influence with 25 grabs, 7 captures, 19 returns, and an MVP score of 886. macz^ anchored the recovery work with 19 total returns.
Objective ledger for the match: 98 grabs, 32 pickups, 20 captures, 8 solos, 0 assists, 104 flag kills, 0 covers, 0 seals, 77 returns, 0 mid returns, 0 clutch returns, and 11 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 109% accuracy and 64 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 26 flag touches and 4 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: -cide- logged 4 cherry picks, so the orchard was open and the complaints department has fresh material.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 140 |
| 64 |
| 54 |
| 2 |
| 260 |
| 20.3 cm |
| 1.19 |
| 53% |
| 109% |
| 0:12 |
| Team Total | 530 | 197 | 146 | 10 | 1032 | 20.3 cm | 1.35 | 57% | 71% | 0:40 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 119 | 47 | 68 | 5 | 220 | 46.0 cm | 0.69 | 39% | 82% | 0:09 | |
| 117 | 49 | 65 | 1 | 237 | 58.3 cm | 0.75 | 43% | 79% | 0:10 | |
| 111 | 50 | 64 | 6 | 286 | 13.5 cm | 0.78 | 42% | 28% | 0:10 | |
| Team Total | 347 | 146 | 197 | 12 | 743 | 39.3 cm | 0.74 | 43% | 61% | 0:30 |
| 7 |
| 2 kills |
| 3 | 2 kills |
| 5 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 8 kills | |||||
| 3 | 1 | 7 kills | ||||
| 1 | 5 kills | |||||
| 3 kills | ||||||
| 3 kills | ||||||
| 2 kills |
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.
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 | 25 | 7 | 0 | 2 | 28 | 0/- | 860 | 5 | 0 | 0 | 1 | 19 | 0 | 886 | |
| -🇬🇧 | Attacker | 19 | 2 | 0 | 2 | 16 | 0/- | 390 | 2 | 0 | 0 | 2 | 12 | 0 | 500 | |
| -🇩🇪 | Attacker | 20 | 3 | 0 | 2 | 14 | 0/- | 438 | 6 | 0 | 0 | 4 | 11 | 0 | 401 | |
| -🇸🇪 | Defender | 1 | 4 | 0 | 0 | 0 | 19/5 | 50 | 5 | 0 | 0 | 0 | 15 | 0 | 324 | |
| -🇬🇧 | Attacker | 13 | 3 | 0 | 1 | 12 | 0/- | 152 | 7 | 0 | 0 | 3 | 12 | 0 | 230 | |
| -🇬🇧 | Attacker | 20 | 1 | 0 | 1 | 15 | 0/- | 110 | 7 | 0 | 0 | 1 | 8 | 0 | 220 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| - | - | - | 20 | 22 | 23 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 13 | 15 | 16 | 0 | Minor variation | ||
| 25000 | 295 | 143Hz | 34 | 36 | 40 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 13 | 14 | 17 | 0 | Sawtooth variation | ||
| 30000 | 360 | 240Hz | 25 | 28 | 35 | 0 | Sawtooth variation | ||
| - | - | - | 14 | 16 | 18 | 0 | Sawtooth variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.16x. Excellent flag running from you: 25 grabs became 7 caps and 2 solos. 6 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Stay brave on attack, just make the early grab happen with support instead of gambling alone. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.56x. Your attacking play was strong, especially because you turned 19 grabs into 2 caps and 2 solos. Aim was a real positive at 109% accuracy, so keep taking fights where that strength matters. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Godlike | Defender | You were one of the players who shaped this match, finishing at 1.46x. You were active in the flag room: 19 defensive flag kills and 15 returns show repeated stops. Aim was a real positive at 53% accuracy, so keep taking fights where that strength matters. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.20x. Very strong flag running: you made 13 grabs count with 3 caps and 1 solo. I think survival was your main issue: 49-65 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. | |
| Dominating | Attacker | You had a positive match and your 1.15x rating backs that up. You ran the flag well and gave your team end product: 3 caps and 2 solos from 20 grabs. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. If you see the grab, go for it, but try to avoid gambling alone when your teammates are not in position. | |
| Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.12x. Your grabs and running were a real strength, with 20 grabs turning into 1 cap and 1 solo. 6 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |