Unreal HeavenThe home of 2v2 and 3v3 iCTF10 Jun 2026, 00:15
CTF-Flakspam-SCE
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 273 | 46 | 17 | 3 | 247 | 13.5 cm | 2.71 | 70% | 0% | 0:38 | |
| Team Total | 273 | 46 | 17 | 3 | 247 | 13.5 cm | 2.71 | 73% | 0% | 0:39 |
| Player | Score | Kills | Deaths |
|---|
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 46 |
| Killer | Victim | |
|---|---|---|
| 17 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 5 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Flak CTF took place on CTF-Flakspam-SCE between Red and Blue Team, ending 18-5 in favour of Red Team.
The opening breakthrough came at 0:29 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 18 of the 23 captures. The scoring pattern stayed relatively stable once the first lead was established. 23 captures were completed solo.
The final capture arrived at 10:36, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 18-5.
{Black_Mage}` supplied the sharpest shooting numbers, finishing with 2% accuracy and 17 kills.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 95 | 17 | 46 | 1 | 102 | - | 0.37 | 27% | 2% | 0:14 | |
| Team Total | 95 | 17 | 46 | 1 | 102 | - | 0.37 | 27% | 2% | 0:14 |
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 273 | |
| -🇧🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 95 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 2.08x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Stable | Defender | You played around your normal level at 0.91x, so your focus should be small improvements rather than a full reset. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. I think survival was your main issue: 17-46 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |
CTF objective progression by player across this match.
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.
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 | 31 | 145 | 2 | Occasional lag spikes | ||
| 25000 | 0 | 0Hz | 39 | 57 | 178 | 3 | Unstable spikes |