Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Oct 2026, 12:29
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 570 | 126 | 106 | 0 | 340 | 13.5 cm | 1.19 | 54% | 37% | 0:06 | |
| Team Total | 570 | 126 | 106 | 0 | 340 | 13.5 cm | 1.19 | 54% | 37% | 0:06 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 126 |
| Killer | Victim | |
|---|---|---|
| 106 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 7 | 2 | 4 kills | ||||
| 20 | 4 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 15-2 in favour of Red Team.
The opening breakthrough came at 0:59 when =oZ`Locomot!Ve= scored for Blue Team. Red Team created more scoring chances, converting 15 of the 17 captures. Momentum changed hands 1 time as the scoreline developed. 17 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 10:53, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 15-2.
-uh.StarzZz`- made the biggest clutch contribution, recording 10 close-save returns.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 37% accuracy and 126 kills.
Clutch desk: -uh.StarzZz`- 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.
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 247 | 106 | 126 | 0 | 344 | - | 0.84 | 46% | 31% | 0:05 | |
| Team Total | 247 | 106 | 126 | 0 | 344 | - | 0.84 | 46% | 31% | 0:05 |
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 kills |
| 1 | 6 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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 570 | |
| -🇭🇺 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 247 |
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 | 238 | 238Hz | 11 | 11 | 12 | 0 | Good connection | ||
| 25000 | 1337 | 0Hz | 33 | 34 | 36 | 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 should be happy with this one; your performance was well above your usual level at 2.95x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Feeding | Attacker | You had a rough game at 0.67x, so I think your goal should be to simplify and rebuild from safer plays. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |