Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Sept 2026, 22:05
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 351 | 142 | 119 | 0 | 358 | 13.5 cm | 1.19 | 54% | 42% | 0:05 | |
| 170 | 130 | 107 | 0 | 408 | 19.6 cm | 1.21 | 55% | 34% | 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 |
|---|---|---|---|---|---|---|---|
| 23 | 8 | 5 | 1 | 5 kills | |||
| 24 | 7 | 1 | 3 | 5 kills | |||
| 12 | 5 | 1 | 1 | 5 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-UH-NeverEndingSpam-3v3 between Red and Blue Team, ending 2-5 in favour of Blue Team.
The opening breakthrough came at 0:13 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 7 captures. The scoring pattern stayed relatively stable once the first lead was established. 2 captures were completed solo.
The final capture arrived at 10:38, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-5.
-uh.StarzZz`- stood out as the main objective influence with 1 grab, 1 capture, 24 returns, and an MVP score of 548. -uh.StarzZz`- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 73 grabs, 34 pickups, 7 captures, 2 solos, 7 assists, 100 flag kills, 55 covers, 7 seals, 66 returns, 1 mid returns, 11 clutch returns, and 2 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 141 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: Contra.O2 logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 147 |
| 82 |
| 101 |
| 0 |
| 326 |
| - |
| 0.81 |
| 45% |
| 25% |
| 0:06 |
| Team Total | 668 | 354 | 327 | 0 | 1092 | 16.6 cm | 1.08 | 52% | 34% | 0:19 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 358 | 141 | 131 | 0 | 322 | 20.3 cm | 1.08 | 52% | 44% | 0:05 | |
| 198 | 100 | 116 | 0 | 305 | 36.0 cm | 0.86 | 46% | 34% | 0:05 | |
| 173 | 86 | 107 | 0 | 339 | 46.0 cm | 0.80 | 45% | 25% | 0:06 | |
| Team Total | 729 | 327 | 354 | 0 | 966 | 34.1 cm | 0.92 | 48% | 34% | 0:17 |
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.
| 26 |
| 10 |
| 4 |
| 4 kills |
| 15 | 7 | 1 | 4 kills |
| 9 | 6 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 2 | 7 kills | |||||
| 3 | 6 kills | |||||
| 3 | 6 kills | |||||
| 4 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 | 1 | 0 | 0 | 0 | 31/5 | 47 | 6 | 12 | 0 | 0 | 24 | 4 | 548 | |
| -🇬🇧 | Defender | 1 | 1 | 1 | 0 | 0 | 37/12 | 59 | 3 | 13 | 0 | 0 | 25 | 2 | 537 | |
| -🇩🇪 | Attacker | 23 | 3 | 1 | 1 | 6 | 0/- | 302 | 6 | 4 | 0 | 0 | 3 | 1 | 498 | |
| -🇬🇧 | Attacker | 13 | 1 | 3 | 0 | 9 | 0/- | 138 | 7 | 17 | 0 | 0 | 6 | 2 | 416 | |
| -- | Attacker | 19 | 0 | 1 | 0 | 9 | 0/- | 87 | 7 | 4 | 1 | 1 | 5 | 1 | 268 | |
| -🇭🇷 | Attacker | 16 | 1 | 1 | 1 | 8 | 0/- | 67 | 5 | 5 | 0 | 1 | 3 | 1 | 267 |
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 | 250 | 144Hz | 69 | 74 | 82 | 0 | Variable ping | ||
| 25000 | - | - | 27 | 29 | 40 | 1 | Occasional lag spikes | ||
| 30000 | 238 | 238Hz | 12 | 13 | 14 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 22 | 25 | 29 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 21 | 22 | 23 | 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 | You made a clear difference in this match and finished well above your normal level at 3.02x. As a defender, your standout work was stopping danger before it became a cap: 2 clutch returns. Aim was a real positive at 44% accuracy, so keep taking fights where that strength matters. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. | |
| Godlike | Defender | You were one of the players who shaped this match, finishing at 2.96x. As a defender, your standout work was stopping danger before it became a cap: 4 clutch returns. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.64x. Excellent flag running from you: 23 grabs became 3 caps and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Attacker | I think you had a steady game at 0.93x; one or two stronger moments would lift it nicely. You looked dangerous whenever you got the flag, and 13 grabs led to 1 cap. The support share was meaningful at 39%, which usually means the quiet team-work was helping the bigger plays happen. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Attacker | You had a quieter game than normal at 0.77x; I think the useful part is that your improvement target is visible. Your attacking play was strong, especially because you turned 16 grabs into 1 cap and 1 solo. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Keep the fast grabs in your game, just make sure they are backed by cover instead of chancing it. | |
| Feeding | Attacker | This was a hard outing for you at 0.64x; treat it as a reset point, not a verdict on your ability. As an attacker, you kept pressure on the enemy base with 19 grabs; your next jump is converting more of those starts into completed runs. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |