Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Oct 2026, 21:19
andAction-V~eo
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 331 | 111 | 92 | 0 | 365 | 36.0 cm | 1.21 | 55% | 35% | 0:07 | |
| 249 | 95 | 84 | 0 | 455 | 19.6 cm | 1.13 | 53% | 24% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 7 | 3 | 2 | 4 kills | ||||
| 28 | 3 | 1 | 5 kills | ||||
| 12 | 4 | 3 | 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-AndAction-V between Red and Blue Team, ending 5-9 in favour of Blue Team.
The opening breakthrough came at 0:12 when tono scored for Red Team. Blue Team created more scoring chances, converting 9 of the 14 captures. Momentum changed hands 1 time as the scoreline developed. 3 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 10:56, with -cide- finishing for Blue Team. That score set the closing shape of the match at 5-9.
-uh.StarzZz`- stood out as the main objective influence with 12 grabs, 1 capture, 11 returns, and an MVP score of 734. _-=Pr3dazZz=- made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 72 grabs, 71 pickups, 14 captures, 3 solos, 14 assists, 128 flag kills, 85 covers, 9 seals, 57 returns, 0 mid returns, 10 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 136 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 26 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 3 close-save returns, also known as deleting someone else's highlight clip.
| 168 |
| 74 |
| 97 |
| 0 |
| 325 |
| - |
| 0.76 |
| 43% |
| 23% |
| 0:06 |
| Team Total | 748 | 280 | 273 | 0 | 1145 | 27.8 cm | 1.03 | 51% | 27% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 353 | 136 | 92 | 0 | 383 | 13.5 cm | 1.48 | 60% | 41% | 0:07 | |
| 294 | 84 | 104 | 0 | 296 | 46.0 cm | 0.81 | 45% | 28% | 0:06 | |
| 206 | 53 | 84 | 0 | 302 | - | 0.63 | 39% | 21% | 0:07 | |
| Team Total | 853 | 273 | 280 | 0 | 981 | 29.7 cm | 0.97 | 49% | 31% | 0:21 |
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.
| 22 |
| 8 |
| 5 |
| 1 |
| 5 kills |
| 10 | 4 | 3 kills |
| 7 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 7 kills | |||||
| 1 | 6 kills | |||||
| 3 | 6 kills | |||||
| 4 | 5 kills | |||||
| 4 kills | ||||||
| 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 12 | 1 | 6 | 0 | 22 | 0/- | 335 | 15 | 27 | 0 | 0 | 11 | 1 | 734 | |
| -🇬🇧 | Attacker | 12 | 2 | 2 | 1 | 28 | 0/- | 261 | 6 | 17 | 0 | 0 | 6 | 3 | 655 | |
| -🇩🇪 | Attacker | 10 | 5 | 2 | 0 | 27 | 0/- | 284 | 16 | 14 | 0 | 0 | 14 | 1 | 629 | |
| -- | Attacker | 10 | 3 | 2 | 1 | 15 | 0/- | 280 | 10 | 9 | 0 | 0 | 9 | 2 | 519 | |
| -🇭🇷 | Attacker | 16 | 3 | 1 | 1 | 18 | 0/- | 214 | 17 | 12 | 0 | 0 | 7 | 2 | 499 | |
| -🇫🇷 | Attacker | 12 | 0 | 1 | 0 | 18 | 0/- | 25 | 7 | 6 | 0 | 0 | 10 | 1 | 264 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 498 | 498Hz | 13 | 14 | 15 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 25 | 30 | 46 | 1 | Occasional lag spikes | ||
| 25000 | - | - | 69 | 74 | 77 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 25000 | 260 | 0Hz | 268 | 270 | 272 | 0 | Good connection | ||
| 25000 | 360 | 240Hz | 24 | 26 | 29 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You played a really good game here and your 2.99x rating shows it. You were dangerous with the flag: 12 grabs led to 1 cap. You fought efficiently: 136-92 with a 1.48 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. | |
| Godlike | Attacker | You played a really good game here and your 2.19x rating shows it. Your attacking runs had purpose, with 10 grabs leading to 5 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You played well and finished above your usual level at 1.19x. You looked dangerous whenever you got the flag, and 12 grabs led to 2 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | I think you had a steady game at 0.94x; one or two stronger moments would lift it nicely. Your flag work was one of your best areas, with 16 grabs producing 3 caps and 1 solo. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Struggling | Attacker | You were below your usual level at 0.83x, so cleaner decisions and timing will matter most for you. You carried real threat on attack, turning 10 grabs into 3 caps and 1 solo. I think survival was your main issue: 53-84 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. | |
| Feeding | Attacker | You had a tough match at 0.58x, well below your usual level, but I think it is fixable. Your flag pressure was good with 12 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 74-97 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. |