Unreal HeavenThe home of 2v2 and 3v3 iCTF11 May 2026, 19:22
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 127 | 67 | 111 | 0 | 301 | 58.3 cm | 0.60 | 38% | 37% | 41 | - | 0:05 |
| Team Total | 127 | 67 | 111 | 0 | 301 | 58.3 cm | 0.60 | 38% | 37% | - | - | 0:06 |
| Player | Score | Kills |
|---|
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Broken_Soul | -Frag- | 67 |
| Killer | Victim | |
|---|---|---|
| -Frag- | Broken_Soul | 111 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| -Frag- | 13 | 2 | 4 | 4 kills | |||
| Broken_Soul | 4 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| -Frag- | 3 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Normal Weapons CTF took place on CTF-andACTION-VIII between Red and Blue Team, ending 0-4 in favour of Blue Team.
The opening breakthrough came at 0:35 when -Frag- scored for Blue Team. Blue Team created more scoring chances, converting 4 of the 4 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 10:47, with -Frag- finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-4.
-Frag- supplied the sharpest shooting numbers, finishing with 39% accuracy and 111 kills.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Deaths |
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| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
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| Acc |
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| HSK |
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| HSA% |
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| TTL |
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| -Frag-FB | 175 | 111 | 67 | 0 | 387 | - | 1.66 | 62% | 39% | 88 | - | 0:09 |
| Team Total | 175 | 111 | 67 | 0 | 387 | - | 1.66 | 62% | 39% | - | - | 0:10 |
| 7 kills |
| Broken_Soul | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -Frag- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 175 |
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 127 |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 67 | 67 | ||||||||
| -Frag- | 111 | 111 | ||||||||
| Totals | 178 | 178 |
Pickup rows are ready. Counts will fill after pickup aggregates/backfill are available for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | ||||||||||||
| -Frag- |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
CTF objective progression by player across this match.
Each coloured line is a player. Hover dots to see which pickup they collected.
| Totals |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 25000 | 600 | 500Hz | 26 | 63 | 176 | 7 | Unstable spikes | |
| -Frag- | - | - | - | 44 | 57 | 201 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -Frag- | Godlike | Attacker | You put together a top-level game here and finished at 1.25x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 111-67 with a 1.66 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. |
| Broken_Soul | Feeding | Attacker | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. I think survival was your main issue: 67-111 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. |