Unreal HeavenThe home of 2v2 and 3v3 iCTF17 May 2026, 01:01
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dovlaa | 436 | 232 | 107 | 0 | 704 | - | 2.17 | 68% | 36% | 229 | 89% | 0:06 |
| -cide- | 353 | 59 | 114 | 0 | 506 | 46.0 cm | 0.52 | 34% | 19% | 50 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dovlaa | 16 | 9 | 11 | 17 | 5 kills | ||
| saxon | 23 | 11 | 4 | 3 | 5 kills | ||
| aMpEnergy | 10 | 1 | 1 | 4 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Sniper CTF took place on CTF-andACTION-Misty between Red and Blue Team, ending 19-0 in favour of Red Team.
The opening breakthrough came at 0:39 when dovlaa scored for Red Team. Red Team created more scoring chances, converting 19 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 10:53, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 19-0.
-cide- stood out as the main objective influence with 25 grabs, 15 captures, 6 returns, and an MVP score of 1702. aMpEnergy made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 46 grabs, 26 pickups, 19 captures, 9 solos, 6 assists, 53 flag kills, 52 covers, 0 seals, 27 returns, 21 mid returns, 6 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 42% accuracy and 154 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 38 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Lama watch: saxon finished with 110 lama score from 154 kills and 22 objective actions, which is the stats page politely asking what the plan was.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| 53% |
| 0:05 |
| Team Total | 789 | 291 | 221 | 0 | 1210 | 46.0 cm | 1.32 | 57% | 29% | - | - | 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| saxonFB | 220 | 154 | 139 | 0 | 471 | - | 1.11 | 53% | 42% | 134 | 68% | 0:04 |
| aMpEnergy | 166 | 67 | 152 | 0 | 445 | - | 0.44 | 31% | 20% | 56 | 63% | 0:04 |
| Team Total | 386 | 221 | 291 | 0 | 916 | - | 0.76 | 43% | 31% | - | - | 0:09 |
| 8 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dovlaa | 17 | 9 kills | ||||
| saxon | 5 | 7 kills | ||||
| aMpEnergy | 4 kills | |||||
| -cide- | 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | -cide- | Attacker | 25 | 15 | 4 | 9 | 5 | 0/- | 1592 | 13 | 2 | 5 | 0 | 6 | 1 | 1702 |
| - | dovlaa | Defender | 3 | 4 | 2 | 0 | 0 | 17/4 | 308 | 9 | 45 | 11 | 0 | 12 | 1 | 1018 |
| - | aMpEnergy | Attacker | 14 | 0 | 0 | 0 | 14 | 0/- | 0 | 2 | 2 | 3 | 0 | 7 | 4 | 336 |
| - | saxon | Attacker | 4 | 0 | 0 | 0 | 17 | 0/- | 0 | 2 | 3 | 2 | 0 | 2 | 0 | 276 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Attacker | This was excellent work from you, with your match rating landing at 2.71x. Your grabs and running were a real strength, with 25 grabs turning into 15 caps and 9 solos. I think survival was your main issue: 59-114 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| dovlaa | Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 1.90x. As a defender, your standout work was stopping danger before it became a cap: 11 mid returns and 1 clutch return. You fought efficiently: 232-107 with a 2.17 K/D, and I think you played your role in the team well. Next focus: keep reading the incoming routes, but add more cover for your own returning carrier when the flag is safe. |
| saxon | Dominating | Attacker | You were sharp in this match and pushed above your usual level at 1.15x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |
| aMpEnergy | Stable | Attacker | You were close to your usual level at 0.94x, with room to turn steady play into a bigger influence. As an attacker, you kept pressure on the enemy base with 14 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 67-152 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn grabs into team runs by calling the route earlier and waiting half a beat for cover. |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -cide- | 25000 | 360 | 240Hz | 22 | 24 | 26 | 0 | Sawtooth variation | |
| dovlaa | 20000 | - | - | 35 | 35 | 36 | 0 | Good connection | |
| saxon | 20000 | - | - | 9 | 9 | 10 | 0 | Good connection | |
| aMpEnergy | 20000 | - | - | 103 | 104 | 105 | 0 | Good connection |