Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Nov 2026, 20:35
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 287 | 133 | 86 | 0 | 341 | - | 1.55 | 61% | 40% | 0:07 | |
| 275 | 101 | 96 | 0 | 309 | - | 1.05 | 51% | 33% | 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 |
|---|---|---|---|---|---|---|---|
| 21 | 6 | 3 | 2 | 5 kills | |||
| 13 | 6 | 3 | 4 kills | ||||
| 23 | 4 | 3 | 2 | 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 5-3 in favour of Red Team.
The opening breakthrough came at 2:08 when _-=Pr3dazZz=- scored for Blue Team. Red Team created more scoring chances, converting 5 of the 8 captures. Momentum changed hands 1 time as the scoreline developed. 4 captures were 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 9:50, with Grossebaf finishing for Red Team. That score set the closing shape of the match at 5-3.
Grossebaf stood out as the main objective influence with 20 grabs, 4 captures, 5 returns, and an MVP score of 602. Grimace made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 74 grabs, 53 pickups, 8 captures, 2 solos, 5 assists, 119 flag kills, 61 covers, 7 seals, 66 returns, 4 mid returns, 10 clutch returns, and 4 cherry picks.
Grossebaf supplied the sharpest shooting numbers, finishing with 40% accuracy and 133 kills.
Banter read: Grossebaf did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Cherry watch: Grossebaf logged 2 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.
| 186 |
| 81 |
| 98 |
| 0 |
| 321 |
| - |
| 0.83 |
| 45% |
| 25% |
| 0:06 |
| Team Total | 748 | 315 | 280 | 0 | 971 | - | 1.13 | 53% | 33% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 347 | 134 | 102 | 0 | 357 | 13.5 cm | 1.31 | 57% | 38% | 0:06 | |
| 201 | 90 | 114 | 0 | 307 | 36.0 cm | 0.79 | 44% | 30% | 0:05 | |
| 133 | 56 | 99 | 0 | 280 | - | 0.57 | 36% | 20% | 0:06 | |
| Team Total | 681 | 280 | 315 | 0 | 944 | 24.7 cm | 0.89 | 47% | 30% | 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.
| 16 |
| 2 |
| 1 |
| 5 kills |
| 15 | 1 | 1 | 5 kills |
| 5 | 2 | 1 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 11 kills | ||||
| 3 | 7 kills | |||||
| 3 | 6 kills | |||||
| 4 kills | ||||||
| 4 kills | ||||||
| 4 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 | 20 | 4 | 1 | 1 | 21 | 0/- | 349 | 15 | 7 | 1 | 2 | 5 | 1 | 602 | |
| -- | Defender | 1 | 0 | 1 | 0 | 0 | 26/4 | 45 | 1 | 11 | 0 | 0 | 20 | 4 | 482 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 33/11 | 0 | 6 | 21 | 0 | 0 | 20 | 3 | 481 | |
| -🇳🇱 |
| Attacker |
| 18 |
| 1 |
| 2 |
| 0 |
| 14 |
| 0/- |
| 106 |
| 8 |
| 6 |
| 0 |
| 0 |
| 7 |
| 2 |
| 388 |
| -🇫🇷 | Attacker | 21 | 2 | 1 | 1 | 7 | 0/- | 200 | 15 | 7 | 2 | 1 | 4 | 0 | 340 |
| -🇬🇧 | Attacker | 13 | 1 | 0 | 0 | 18 | 0/- | 100 | 8 | 9 | 1 | 1 | 10 | 0 | 311 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 400 | - | 17 | 21 | 60 | 2 | Occasional lag spikes | ||
| 30000 | 600 | 500Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 25000 | 237 | 0Hz | 20 | 23 | 26 | 0 | Sawtooth variation | ||
| 25000 | 120 | 60Hz | 27 | 31 | 35 | 0 | Sawtooth variation | ||
| 30000 | 238 | 238Hz | 10 | 12 | 13 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 14 | 14 | 15 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You played a really good game here and your 2.82x rating shows it. You helped keep the score under control with 3 clutch returns. You fought efficiently: 134-102 with a 1.31 K/D, and I think you played your role in the team well. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.30x. You ran the flag well and gave your team end product: 4 caps and 1 solo from 20 grabs. You fought efficiently: 133-86 with a 1.55 K/D, and I think you played your role in the team well. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Stable | Defender | I think you had a steady game at 1.09x; one or two stronger moments would lift it nicely. You helped keep the score under control with 4 clutch returns. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Struggling | Attacker | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. Your attacking runs had purpose, with 18 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: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Struggling | Attacker | You were below your usual level at 0.80x, so cleaner decisions and timing will matter most for you. Your attacking runs had purpose, with 13 grabs leading to 1 cap. I think survival was your main issue: 90-114 means you died too often before you could put enough pressure on the enemy or help your team objective. Stay brave on attack, just make the early grab happen with support instead of gambling alone. | |
| Feeding | Attacker | You had a tough match at 0.67x, well below your usual level, but I think it is fixable. Very strong flag running: you made 21 grabs count with 2 caps and 1 solo. I think survival was your main issue: 56-99 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. |