Unreal HeavenThe home of 2v2 and 3v3 iCTF15 May 2026, 23:48
andACTION((Revamp))
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 492 | 101 | 52 | 0 | 454 | - | 1.94 | 66% | 28% | 95 | 75% | 0:12 |
| Team Total | 492 | 101 | 52 | 0 | 454 | - | 1.94 | 66% | 28% | - | - | 0:13 |
| Player | Score | Kills |
|---|
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Neddy | 12 | 6 | 3 | 5 kills | |||
| -Frag- | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Neddy | 4 | 1 |
Loading player feedback...
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 15-5 in favour of Red Team.
The opening breakthrough came at 0:38 when Neddy scored for Red Team. Red Team created more scoring chances, converting 15 of the 20 captures. The scoring pattern stayed relatively stable once the first lead was established. 20 captures were completed solo.
The final capture arrived at 10:44, with Neddy finishing for Red Team on a solo run. That score set the closing shape of the match at 15-5.
-Frag- made the biggest clutch contribution, recording 7 close-save returns.
-Frag- supplied the sharpest shooting numbers, finishing with 28% accuracy and 52 kills.
Clutch desk: -Frag- produced 7 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 |
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| HSA% |
|---|
| TTL |
|---|
| -Frag-FB | 310 | 52 | 101 | 0 | 314 | - | 0.51 | 34% | 28% | 31 | 35% | 0:06 |
| Team Total | 310 | 52 | 101 | 0 | 314 | - | 0.51 | 34% | 28% | - | - | 0:06 |
| 11 kills |
| -Frag- | 3 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 | 492 |
| - | -Frag- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 310 |
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 | - | - | 34 | 35 | 36 | 0 | Good connection | |
| -Frag- | 20000 | - | - | 31 | 31 | 31 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Neddy | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.40x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You fought efficiently: 101-52 with a 1.94 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. |
| -Frag- | Stable | Defender | You played around your normal level at 1.05x, 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: 52-101 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |