Unreal HeavenThe home of 2v2 and 3v3 iCTF15 May 2026, 00:03
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 658 | 140 | 76 | 0 | 546 | - | 1.84 | 65% | 31% | 125 | 74% | 0:08 |
| Team Total | 658 | 140 | 76 | 0 | 546 | - | 1.84 | 65% | 31% | - | - | 0:09 |
| Player | Score | Kills |
|---|
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Neddy | vuur_tijger_12 | 140 |
| Killer | Victim | |
|---|---|---|
| vuur_tijger_12 | Neddy | 76 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Neddy | 21 | 10 | 4 | 1 | 5 kills | ||
| vuur_tijger_12 | 11 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Neddy | 8 |
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Generated from the match events and player statistics.
A decisive game of 1v1 Sniper CTF took place on CTF-andACTION((Revamp)) between Red and Blue Team, ending 19-4 in favour of Red Team.
The opening breakthrough came at 0:06 when Neddy scored for Red Team. Red Team created more scoring chances, converting 19 of the 23 captures. Momentum changed hands 2 times as the scoreline developed. 23 captures were completed solo.
Red 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 10:37, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 19-4.
vuur_tijger_12 made the biggest clutch contribution, recording 10 close-save returns.
Neddy supplied the sharpest shooting numbers, finishing with 31% accuracy and 140 kills.
Clutch desk: vuur_tijger_12 produced 10 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Deaths |
|---|
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| HSK |
|---|
| HSA% |
|---|
| TTL |
|---|
| vuur_tijger_12FB | 383 | 76 | 140 | 0 | 403 | - | 0.54 | 35% | 23% | 72 | 78% | 0:04 |
| Team Total | 383 | 76 | 140 | 0 | 403 | - | 0.54 | 35% | 23% | - | - | 0:05 |
| 8 kills |
| vuur_tijger_12 | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Neddy | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 658 |
| - | vuur_tijger_12 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 383 |
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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Neddy | Godlike | Attacker | You put together a top-level game here and finished at 1.69x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 140-76 with a 1.84 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. |
| vuur_tijger_12 | Dominating | Attacker | You played well and finished above your usual level at 1.23x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 76-140 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Neddy | 20000 | - | - | 34 | 34 | 35 | 0 | Good connection | |
| vuur_tijger_12 | 20000 | - | - | 23 | 25 | 25 | 0 | Good connection |