Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Oct 2026, 23:17
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 350 | 129 | 117 | 0 | 318 | 36.0 cm | 1.10 | 52% | 42% | 0:06 | |
| 341 | 124 | 104 | 0 | 336 | - | 1.19 | 54% | 37% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 68 | ||
| 61 | ||
| 68 | ||
| 56 |
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 70 | ||
| 32 | ||
| 34 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 22 | 8 | 7 | 2 | 5 kills | |||
| 19 | 4 | 6 | 2 | 5 kills | |||
| 18 | 6 | 5 | 4 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 9-5 in favour of Red Team.
The opening breakthrough came at 0:18 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 9 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:55, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 9-5.
_-=Pr3dazZz=- stood out as the main objective influence with 7 grabs, 5 captures, 14 returns, and an MVP score of 1081. newut made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 59 grabs, 40 pickups, 14 captures, 3 solos, 8 assists, 85 flag kills, 46 covers, 0 seals, 45 returns, 33 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 155 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: newut produced 4 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.
| 691 |
| 253 |
| 221 |
| 0 |
| 654 |
| 36.0 cm |
| 1.14 |
| 53% |
| 39% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 373 | 155 | 136 | 0 | 350 | 20.3 cm | 1.14 | 53% | 44% | 0:05 | |
| 201 | 66 | 117 | 0 | 265 | - | 0.56 | 36% | 26% | 0:36 | |
| Team Total | 574 | 221 | 253 | 0 | 615 | 20.3 cm | 0.87 | 47% | 36% | 0:42 |
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.
| 11 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 10 kills | ||||
| 4 | 9 kills | |||||
| 6 | 6 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇬🇧 | Attacker | 7 | 5 | 2 | 1 | 23 | 0/- | 435 | 13 | 17 | 13 | 0 | 14 | 2 | 1081 | |
| -🇺🇸 | Attacker | 21 | 4 | 4 | 1 | 16 | 0/- | 465 | 14 | 16 | 7 | 0 | 12 | 4 | 1056 | |
| -🇬🇧 | Attacker | 13 | 1 | 1 | 0 | 37 | 0/- | 89 | 4 | 13 | 8 | 0 | 13 | 2 | 774 | |
| -- |
| Attacker |
| 18 |
| 4 |
| 1 |
| 1 |
| 9 |
| 0/- |
| 411 |
| 9 |
| 0 |
| 5 |
| 0 |
| 6 |
| 4 |
| 689 |
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 | ||
| 30000 | 0 | 240Hz | 85 | 87 | 92 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 23 | 24 | 24 | 0 | Good connection | ||
| 25000 | 260 | 0Hz | 286 | 290 | 313 | 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 | Well played, this was a fantastic performance at 2.42x. You looked dangerous whenever you got the flag, and 13 grabs led to 1 cap. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You had a positive match and your 1.15x rating backs that up. You gave the enemy defence problems and backed it up with 5 caps and 1 solo from 7 grabs. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.14x. Your attacking runs had purpose, with 21 grabs leading to 4 caps and 1 solo. 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 | You had a tough match at 0.69x, well below your usual level, but I think it is fixable. Excellent flag running from you: 18 grabs became 4 caps and 1 solo. I think survival was your main issue: 66-117 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |