Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Nov 2026, 19:55
CTF-1on1-Midle
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 344 | 121 | 100 | 0 | 311 | 46.0 cm | 1.21 | 55% | 39% | 0:06 | |
| 235 | 111 | 100 | 0 | 313 | - | 1.11 | 53% | 35% | 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 |
|---|---|---|---|---|---|---|---|
| 20 | 6 | 1 | 1 | 5 kills | |||
| 17 | 6 | 2 | 4 kills | ||||
| 9 | 2 | 1 | 4 kills | ||||
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Generated from the match events and player statistics.
A tight game of 3v3 Normal Weapons CTF took place on CTF-1on1-Midle-v2 between Red and Blue Team, ending 5-4 in favour of Red Team.
The opening breakthrough came at 0:59 when pho` scored for Blue Team. Red Team created more scoring chances, converting 5 of the 9 captures. Momentum changed hands 1 time as the scoreline developed. 5 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 8:52, with Grimace finishing for Blue Team. That score set the closing shape of the match at 5-4.
-cide- stood out as the main objective influence with 1 grab, 2 captures, 23 returns, and an MVP score of 875. -cide- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 78 grabs, 35 pickups, 9 captures, 4 solos, 4 assists, 104 flag kills, 34 covers, 0 seals, 69 returns, 52 mid returns, 17 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 122 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 9 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 6 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.
| 154 |
| 55 |
| 90 |
| 0 |
| 279 |
| - |
| 0.61 |
| 38% |
| 20% |
| 0:07 |
| Team Total | 733 | 287 | 290 | 0 | 903 | 46.0 cm | 0.99 | 50% | 32% | 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 297 | 122 | 98 | 0 | 280 | 20.3 cm | 1.24 | 55% | 44% | 0:06 | |
| 193 | 86 | 91 | 0 | 244 | - | 0.95 | 49% | 35% | 0:07 | |
| 185 | 82 | 98 | 0 | 280 | 36.0 cm | 0.84 | 46% | 30% | 0:06 | |
| Team Total | 675 | 290 | 287 | 0 | 804 | 28.1 cm | 1.01 | 50% | 36% | 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.
| 19 |
| 4 |
| 3 |
| 1 |
| 5 kills |
| 15 | 3 | 3 kills |
| 9 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 3 | 7 kills | |||||
| 2 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Defender | 1 | 2 | 0 | 0 | 0 | 28/15 | 71 | 8 | 5 | 17 | 0 | 23 | 6 | 875 | |
| -🇬🇧 | Attacker | 16 | 3 | 0 | 1 | 23 | 0/- | 262 | 7 | 7 | 14 | 0 | 16 | 4 | 784 | |
| -🇫🇷 | Attacker | 19 | 3 | 0 | 3 | 12 | 0/- | 321 | 6 | 10 | 3 | 0 | 4 | 1 | 645 | |
| -- | Attacker | 24 | 1 | 0 | 0 | 11 | 0/- | 100 | 3 | 6 | 6 | 0 | 8 | 3 | 528 | |
| -🇫🇷 | Attacker | 17 | 0 | 2 | 0 | 13 | 0/- | 108 | 5 | 2 | 7 | 0 | 10 | 3 | 486 | |
| -🇬🇧 | Defender | 1 | 0 | 2 | 0 | 0 | 17/- | 38 | 6 | 4 | 5 | 0 | 8 | 0 | 381 |
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 | - | 16 | 18 | 19 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 25 | 46 | 61 | 3 | Unstable spikes | ||
| 25000 | 120 | 60Hz | 29 | 33 | 45 | 2 | Occasional lag spikes | ||
| 30000 | 600 | 500Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 17 | 18 | 19 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 14 | 15 | 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 | Attacker | You had a huge game and played well above your usual level at 2.88x. You were dangerous with the flag: 16 grabs led to 3 caps and 1 solo. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 2.67x. Your defensive timing was good: 17 mid returns and 6 clutch returns cut off runs at important moments. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. | |
| Stable | Attacker | You played around your normal level at 1.06x, so your focus should be small improvements rather than a full reset. You ran the flag well and gave your team end product: 3 caps and 3 solos from 19 grabs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 0.85x, so cleaner decisions and timing will matter most for you. You looked dangerous whenever you got the flag, and 24 grabs led 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.71x; treat it as a reset point, not a verdict on your ability. As an attacker, you kept pressure on the enemy base with 17 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 55-90 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Defender | You had a rough game at 0.69x, so I think your goal should be to simplify and rebuild from safer plays. You helped keep the score under control with 5 mid 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. |