Unreal HeavenThe home of 2v2 and 3v3 iCTF8 Nov 2026, 19:44
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 312 | 100 | 96 | 0 | 280 | 46.0 cm | 1.04 | 51% | 36% | 0:06 | |
| 138 | 92 | 89 | 0 | 296 | - | 1.03 | 51% | 31% | 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 |
|---|---|---|---|---|---|---|---|
| 22 | 3 | 3 kills | |||||
| 17 | 4 | 1 | 5 kills | ||||
| 14 | 6 | 2 | 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-Yard-V8a between Red and Blue Team, ending 1-3 in favour of Blue Team.
The opening breakthrough came at 4:44 when O2 scored for Red Team. Blue Team created more scoring chances, converting 3 of the 4 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 10:25, with Grimace finishing for Blue Team on a solo run. That score set the closing shape of the match at 1-3.
-cide- stood out as the main objective influence with 0 grabs, 0 captures, 26 returns, and an MVP score of 701. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 74 grabs, 32 pickups, 4 captures, 2 solos, 1 assists, 102 flag kills, 19 covers, 0 seals, 69 returns, 67 mid returns, 2 clutch returns, and 2 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 36% accuracy and 100 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. No major flag-touch case this time, but the file remains open because the community has standards to lower.
Cherry watch: Grimace logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
| 124 |
| 64 |
| 82 |
| 0 |
| 332 |
| - |
| 0.78 |
| 44% |
| 24% |
| 0:08 |
| Team Total | 574 | 256 | 267 | 0 | 908 | 46.0 cm | 0.96 | 49% | 30% | 0:22 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 221 | 77 | 81 | 0 | 387 | 36.0 cm | 0.95 | 49% | 28% | 0:08 | |
| 184 | 90 | 84 | 0 | 362 | - | 1.07 | 52% | 35% | 0:07 | |
| 182 | 100 | 91 | 0 | 334 | 20.3 cm | 1.10 | 52% | 34% | 0:07 | |
| Team Total | 587 | 267 | 256 | 0 | 1083 | 28.1 cm | 1.04 | 51% | 32% | 0:23 |
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 |
| 2 kills |
| 12 | 5 | 1 | 4 kills |
| 7 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 6 kills | |||||
| 2 | 5 kills | |||||
| 1 | 5 kills | |||||
| 3 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Defender | 0 | 0 | 0 | 0 | 0 | 35/15 | 0 | 0 | 1 | 24 | 0 | 26 | 2 | 701 | |
| -🇬🇧 | Defender | 0 | 0 | 0 | 0 | 0 | 26/0 | 0 | 2 | 1 | 18 | 0 | 18 | 0 | 515 | |
| -- | Attacker | 22 | 3 | 0 | 2 | 8 | 0/- | 267 | 9 | 4 | 3 | 1 | 3 | 0 | 471 | |
| -🇬🇧 | Attacker | 18 | 0 | 0 | 0 | 14 | 0/- | 33 | 6 | 8 | 12 | 1 | 12 | 0 | 389 | |
| -🇫🇷 | Attacker | 15 | 1 | 0 | 0 | 9 | 0/- | 78 | 8 | 1 | 5 | 0 | 5 | 0 | 294 | |
| -🇫🇷 | Attacker | 19 | 0 | 1 | 0 | 10 | 0/- | 22 | 7 | 4 | 5 | 0 | 5 | 0 | 275 |
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 | 120 | 60Hz | 29 | 32 | 52 | 1 | Occasional lag spikes | ||
| 25000 | 400 | - | 18 | 20 | 23 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 25 | 48 | 68 | 5 | Unstable spikes | ||
| 30000 | 600 | 500Hz | 16 | 16 | 17 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 14 | 15 | 15 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 18 | 18 | 19 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | I think this was one of your stronger performances, coming in at 2.66x. Your defensive timing was good: 24 mid returns and 2 clutch returns cut off runs at important moments. You did make some good returns, and those stops helped your team stay in the game. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | You played a really good game here and your 2.01x rating shows it. As an attacker, you kept pressure on the enemy base with 18 grabs; your next jump is converting more of those starts into completed runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. | |
| Stable | Defender | You were close to your usual level at 1.07x, with room to turn steady play into a bigger influence. You helped keep the score under control with 18 mid returns. You did make some good returns, and those stops helped your team stay in the game. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Stable | Attacker | You were close to your usual level at 1.05x, with room to turn steady play into a bigger influence. You carried real threat on attack, turning 22 grabs into 3 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Your aggression is useful, but chancing it alone will often turn a good idea into a cheap death. | |
| Feeding | Attacker | This was a hard outing for you at 0.74x; treat it as a reset point, not a verdict on your ability. You were active on attack with 19 grabs; I think your next step is turning more of those into safe runs. 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. | |
| Feeding | Attacker | You had a rough game at 0.66x, so I think your goal should be to simplify and rebuild from safer plays. Your flag work was one of your best areas, with 15 grabs producing 1 cap. I think survival was your main issue: 64-82 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. |