Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Sept 2026, 21:00
Furious
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| tonoFB | 180 | 80 | 77 | 0 | 308 | 19.6 cm | 1.04 | 51% | 30% | 0:08 |
| Contra.O2 | 115 | 55 | 76 | 0 | 239 | - | 0.72 | 42% | 24% | 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 |
|---|---|---|---|---|---|---|---|
| pho` | 15 | 3 | 3 kills | ||||
| tono | 7 | 3 | 1 | 5 kills | |||
| -cide- | 6 | 1 | 1 | 4 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-Furious-v5a between Red and Blue Team, ending 3-9 in favour of Blue Team.
The opening breakthrough came at 0:31 when ROSE scored for Red Team. Blue Team created more scoring chances, converting 9 of the 12 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Blue 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 10:51, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-9.
-cide- stood out as the main objective influence with 21 grabs, 6 captures, 3 returns, and an MVP score of 673. Contra.O2 made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 48 grabs, 17 pickups, 12 captures, 7 solos, 4 assists, 53 flag kills, 46 covers, 6 seals, 36 returns, 12 mid returns, 1 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 39% accuracy and 93 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 25 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Contra.O2 produced 1 close-save return, also known as deleting someone else's highlight clip.
| 111 |
| 46 |
| 78 |
| 0 |
| 234 |
| - |
| 0.59 |
| 37% |
| 22% |
| 0:08 |
| Team Total | 406 | 181 | 231 | 0 | 781 | 19.6 cm | 0.78 | 44% | 26% | 0:26 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 207 | 93 | 58 | 0 | 262 | 20.3 cm | 1.60 | 62% | 39% | 0:11 |
| -cide- | 196 | 69 | 61 | 0 | 228 | 46.0 cm | 1.13 | 53% | 30% | 0:10 |
| _-=Pr3dazZz=- | 174 | 69 | 62 | 0 | 290 | 36.0 cm | 1.11 | 53% | 30% | 0:10 |
| Team Total | 577 | 231 | 181 | 0 | 780 | 34.1 cm | 1.28 | 56% | 33% | 0:33 |
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.
| 6 |
| 3 |
| 3 kills |
| Contra.O2 | 6 | 2 | 3 kills |
| ROSE | 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 5 | 1 | 11 kills | |||
| tono | 2 | 7 kills | ||||
| -cide- | 1 | 6 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| Contra.O2 | 1 | 5 kills | ||||
| ROSE | 1 | 5 kills |
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
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 | 21 | 6 | 0 | 5 | 3 | 0/- | 527 | 4 | 7 | 1 | 0 | 3 | 0 | 673 |
| - | _-=Pr3dazZz=- | Attacker | 8 | 2 | 1 | 2 | 6 | 0/- | 254 | 5 | 16 | 0 | 0 | 2 | 0 | 450 |
| - | pho` | Defender | 0 | 1 | 0 | 0 | 0 | 14/5 | 119 | 1 | 12 | 3 | 0 | 11 | 0 | 430 |
| - | tono | Attacker | 11 | 0 | 3 | 0 | 11 | 0/- | 198 | 2 | 9 | 4 | 0 | 7 | 0 | 415 |
| - | Contra.O2 | Attacker | 8 | 2 | 0 | 0 | 6 | 0/- | 101 | 3 | 2 | 2 | 0 | 3 | 1 | 279 |
| - | ROSE | Defender | 0 | 1 | 0 | 0 | 0 | 13/3 | 1 | 2 | 0 | 2 | 0 | 10 | 0 | 189 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Contra.O2 | 25000 | - | - | 25 | 28 | 30 | 0 | Minor variation | |
| tono | 25000 | 250 | 144Hz | 74 | 79 | 87 | 0 | Bumpy connection | |
| ROSE | 25000 | 260 | 0Hz | 272 | 273 | 274 | 0 | Good connection | |
| -cide- | 30000 | 360 | 240Hz | 24 | 25 | 27 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 14 | 14 | 16 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | Well played, this was a fantastic performance at 2.43x. Your attacking runs had purpose, with 21 grabs leading to 6 caps and 5 solos. 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. |
| pho` | Godlike | Defender | I think this was one of your stronger performances, coming in at 2.32x. Your defensive timing was good: 3 mid returns cut off runs at important moments. You fought efficiently: 93-58 with a 1.60 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. |
| _-=Pr3dazZz=- | Stable | Attacker | You played around your normal level at 1.09x, so your focus should be small improvements rather than a full reset. Your attacking play was strong, especially because you turned 8 grabs into 2 caps and 2 solos. The support share was meaningful at 36%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| tono | Stable | Attacker | I think you had a steady game at 1.06x; one or two stronger moments would lift it nicely. 11 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. The support share was meaningful at 34%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| Contra.O2 | Feeding | Attacker | This was a hard outing for you at 0.69x; treat it as a reset point, not a verdict on your ability. Your grabs and running were a real strength, with 8 grabs turning into 2 caps. I think survival was your main issue: 55-76 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. |
| ROSE | Feeding | Defender | You had a tough match at 0.57x, 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: 2 mid returns. I think survival was your main issue: 46-78 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |