Unreal HeavenThe home of 2v2 and 3v3 iCTF12 May 2026, 23:21
W00tabulous (NE)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NeddyFB | 157 | 104 | 73 | 4 | 556 | - | 1.42 | 57% | 33% | 54 | 30% | 0:09 |
| Team Total | 157 | 104 | 73 | 4 | 556 | - | 1.42 | 59% | 33% | - | - | 0:09 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Neddy | Broken_Soul | 104 |
| Killer | Victim | |
|---|---|---|
| Broken_Soul | Neddy | 73 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Broken_Soul | 1 | 1 | 4 kills | ||||
| Neddy | 15 | 3 | 1 | 1 | 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Broken_Soul | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Sniper CTF took place on CTF-w00t-NE-Fix between Red and Blue Team, ending 4-1 in favour of Red Team.
The opening breakthrough came at 1:45 when Neddy scored for Red Team. Red Team created more scoring chances, converting 4 of the 5 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:33, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 4-1.
Broken_Soul supplied the sharpest shooting numbers, finishing with 37% accuracy and 73 kills.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Player |
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| Score |
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| Kills |
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| Deaths |
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| Suicides |
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| Shots |
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| 360 |
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| K/D |
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| 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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| Broken_Soul | 171 | 73 | 104 | 3 | 343 | 58.3 cm | 0.70 | 41% | 37% | 36 | 28% | 0:06 |
| Team Total | 171 | 73 | 104 | 3 | 343 | 58.3 cm | 0.70 | 41% | 37% | - | - | 0:06 |
| 6 kills |
| Neddy | 3 | 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Broken_Soul | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 171 |
| - | Neddy | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 157 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Neddy | 20000 | - | - | 31 | 31 | 32 | 0 | Good connection | |
| Broken_Soul | 25000 | 600 | 500Hz | 14 | 15 | 17 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Broken_Soul | Godlike | Attacker | You had a huge game and played well above your usual level at 1.28x. 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: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| Neddy | Struggling | Attacker | You had a quieter game than normal at 0.78x; I think the useful part is that your improvement target is visible. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |