Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Aug 2026, 01:35
Devastation
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 176 | 66 | 69 | 2 | 309 | 13.5 cm | 0.96 | 48% | 51% | 0:09 | |
| 84 | 22 | 69 | 0 | 153 | - | 0.32 | 24% | 67% | 0:09 | |
| Team Total | 260 | 88 | 138 | 2 | 462 | 13.5 cm | 0.64 | 39% | 56% |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 38 | ||
| 28 | ||
| 7 | ||
| 15 |
| Killer | Victim | |
|---|---|---|
| 36 | ||
| 41 | ||
| 33 | ||
| 28 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 7 | 2 kills | ||||||
| 12 | 2 | 3 kills | |||||
| 5 | 3 | 3 kills |
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Generated from the match events and player statistics.
A decisive game of 2v2 Flak CTF took place on CTF-Devastation-FINAL between Red and Blue Team, ending 6-18 in favour of Blue Team.
The opening breakthrough came at 0:38 when {Flak_Mage}` scored for Red Team. Blue Team created more scoring chances, converting 18 of the 24 captures. Momentum changed hands 1 time as the scoreline developed. 17 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 14:21, with R0SE finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-18.
pho` stood out as the main objective influence with 23 grabs, 12 captures, 26 returns, and an MVP score of 1213. pho` anchored the recovery work with 26 total returns.
Objective ledger for the match: 90 grabs, 29 pickups, 24 captures, 13 solos, 0 assists, 95 flag kills, 0 covers, 0 seals, 65 returns, 0 mid returns, 0 clutch returns, and 0 cherry picks.
{Flak_Mage}` supplied the sharpest shooting numbers, finishing with 67% accuracy and 22 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.
Aim complaint: {Flak_Mage}` hit 67% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 0:20 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 305 | 77 | 45 | 0 | 387 | 20.3 cm | 1.71 | 63% | 56% | 0:14 | |
| 207 | 61 | 43 | 0 | 378 | - | 1.42 | 59% | 50% | 0:15 | |
| Team Total | 512 | 138 | 88 | 0 | 765 | 20.3 cm | 1.57 | 61% | 53% | 0:30 |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 2 | 8 kills | |||||
| 4 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 | 23 | 12 | 0 | 7 | 36 | 0/- | 1068 | 6 | 0 | 0 | 0 | 26 | 0 | 1213 | |
| -- | Attacker | 16 | 6 | 0 | 5 | 26 | 0/- | 732 | 6 | 0 | 0 | 0 | 19 | 0 | 908 | |
| -🇬🇧 | Attacker | 23 | 4 | 0 | 0 | 21 | 0/- | 298 | 12 | 0 | 0 | 0 | 13 | 0 | 495 | |
| -- | Attacker | 28 | 2 | 0 | 1 | 12 | 0/- | 302 | 5 | 0 | 0 | 0 | 7 | 0 | 371 |
CTF objective progression by player across this match. Extra time starts at 10:00.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills. Yellow shading marks extra time.
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 | 22 | 29 | 129 | 2 | Occasional lag spikes | ||
| - | - | - | 40 | 56 | 163 | 4 | Unstable spikes | ||
| - | - | - | 284 | 312 | 435 | 3 | Unstable spikes | ||
| 25000 | 400 | 280Hz | 47 | 48 | 48 | 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 | Well played, this was a fantastic performance at 2.79x. Your flag work was one of your best areas, with 23 grabs producing 12 caps and 7 solos. You fought efficiently: 77-45 with a 1.71 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.73x. Your attacking play was strong, especially because you turned 16 grabs into 6 caps and 5 solos. You fought efficiently: 61-43 with a 1.42 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.46x. Your flag work was one of your best areas, with 23 grabs producing 4 caps. Aim was a real positive at 51% 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 were sharp in this match and pushed above your usual level at 1.12x. Your attacking runs had purpose, with 28 grabs leading to 2 caps and 1 solo. I think survival was your main issue: 22-69 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |