Unreal HeavenThe home of 2v2 and 3v3 iCTF16 May 2026, 00:32
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NeddyFB | 354 | 122 | 73 | 0 | 540 | - | 1.67 | 63% | 28% | 114 | 75% | 0:09 |
| Team Total | 354 | 122 | 73 | 0 | 540 | - | 1.67 | 63% | 28% | - | - | 0:09 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Neddy | 13 | 7 | 4 | 4 kills | |||
| -Frag- | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Neddy | 4 | 1 |
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Generated from the match events and player statistics.
A decisive game of 1v1 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 8-5 in favour of Red Team.
The opening breakthrough came at 0:51 when -Frag- scored for Blue Team. Red Team created more scoring chances, converting 8 of the 13 captures. Momentum changed hands 3 times as the scoreline developed. 13 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 10:55, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 8-5.
-Frag- made the biggest clutch contribution, recording 10 close-save returns.
-Frag- supplied the sharpest shooting numbers, finishing with 32% accuracy and 73 kills.
Clutch desk: -Frag- produced 10 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.
| Player |
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| Score |
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| Kills |
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| Deaths |
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| Suicides |
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| Shots |
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| 360 |
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| K/D |
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| Eff |
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| Acc |
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| HSK |
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| HSA% |
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| TTL |
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| -Frag- | 400 | 73 | 122 | 0 | 382 | - | 0.60 | 37% | 32% | 39 | 32% | 0:05 |
| Team Total | 400 | 73 | 122 | 0 | 382 | - | 0.60 | 37% | 32% | - | - | 0:05 |
| 11 kills |
| -Frag- | 4 kills |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -Frag- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 400 |
| - | Neddy | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 354 |
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -Frag- | Godlike | Attacker | You played a really good game here and your 1.42x rating shows it. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. I think survival was your main issue: 73-122 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. |
| Neddy | Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.15x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 122-73 with a 1.67 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Neddy | 20000 | - | - | 34 | 35 | 35 | 0 | Good connection | |
| -Frag- | 20000 | - | - | 31 | 32 | 32 | 0 | Good connection |