Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Oct 2026, 22:17
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 366 | 143 | 115 | 0 | 463 | 19.6 cm | 1.24 | 55% | 31% | 0:06 | |
| 353 | 129 | 118 | 0 | 392 | 36.0 cm | 1.09 | 52% | 36% | 0:05 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 80 | ||
| 63 | ||
| 66 | ||
| 63 |
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 74 | ||
| 30 | ||
| 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 11 | 3 | 2 | 5 kills | |||
| 23 | 8 | 2 | 6 | 5 kills | |||
| 21 | 9 | 3 | 1 | 5 kills | |||
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Generated from the match events and player statistics.
A tight game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 8-7 in favour of Red Team.
The opening breakthrough came at 0:36 when -uh.StarzZz`- scored for Blue Team. Red Team created more scoring chances, converting 8 of the 15 captures. Momentum changed hands 1 time as the scoreline developed. 8 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 11:30, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 8-7.
tono stood out as the main objective influence with 22 grabs, 6 captures, 15 returns, and an MVP score of 1115. _-=Pr3dazZz=- made the biggest clutch contribution, recording 8 close-save returns.
Objective ledger for the match: 76 grabs, 39 pickups, 15 captures, 4 solos, 7 assists, 100 flag kills, 44 covers, 0 seals, 61 returns, 42 mid returns, 19 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 159 kills.
Banter read: tono was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: _-=Pr3dazZz=- produced 8 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.
| 719 |
| 272 |
| 233 |
| 0 |
| 855 |
| 27.8 cm |
| 1.17 |
| 54% |
| 33% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 442 | 159 | 146 | 0 | 420 | 13.5 cm | 1.09 | 52% | 41% | 0:04 | |
| 266 | 74 | 126 | 0 | 316 | - | 0.59 | 37% | 23% | 0:05 | |
| Team Total | 708 | 233 | 272 | 0 | 736 | 13.5 cm | 0.86 | 46% | 34% | 0:10 |
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.
| 10 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 9 kills | |||||
| 4 | 7 kills | |||||
| 2 | 5 kills | |||||
| 3 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 | 22 | 6 | 1 | 1 | 26 | 0/- | 510 | 13 | 16 | 9 | 0 | 15 | 2 | 1115 | |
| -🇬🇧 | Attacker | 18 | 2 | 4 | 0 | 18 | 0/- | 290 | 11 | 11 | 10 | 0 | 14 | 8 | 1089 | |
| -🇬🇧 | Attacker | 12 | 4 | 0 | 1 | 40 | 0/- | 206 | 6 | 14 | 15 | 0 | 22 | 5 | 1081 | |
| -- |
| Attacker |
| 24 |
| 3 |
| 2 |
| 2 |
| 16 |
| 0/- |
| 494 |
| 9 |
| 3 |
| 8 |
| 0 |
| 10 |
| 4 |
| 956 |
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 | 14 | 0 | Good connection | ||
| 25000 | 250 | 144Hz | 70 | 74 | 80 | 0 | Bumpy connection | ||
| 30000 | 238 | 238Hz | 10 | 12 | 13 | 0 | Minor variation | ||
| 25000 | 260 | 0Hz | 267 | 269 | 271 | 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 | I think this was one of your stronger performances, coming in at 2.76x. You carried real threat on attack, turning 12 grabs into 4 caps and 1 solo. Aim was a real positive at 41% 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. | |
| Stable | Attacker | You were close to your usual level at 1.07x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 22 grabs into 6 caps and 1 solo. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. Your attacking play was strong, especially because you turned 18 grabs into 2 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. | |
| Struggling | Attacker | You dipped below your usual level at 0.79x, but I think there are clear areas you can tighten next match. Your attacking play was strong, especially because you turned 24 grabs into 3 caps and 2 solos. I think survival was your main issue: 74-126 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. |