Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Sept 2026, 20:55
UH-NeverEndingSpam-3v3
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 361 | 144 | 114 | 0 | 359 | 13.5 cm | 1.26 | 56% | 42% | 0:05 | |
| 160 | 91 | 116 | 0 | 297 | 36.0 cm | 0.78 | 44% | 31% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 3 | 4 | 3 | 5 kills | |||
| 25 | 7 | 4 | 1 | 5 kills | |||
| 17 | 10 | 4 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 3v3 Normal Weapons CTF took place on CTF-UH-NeverEndingSpam-3v3 between Red and Blue Team, ending 2-9 in favour of Blue Team.
The opening breakthrough came at 0:47 when O2 scored for Blue Team. Blue Team created more scoring chances, converting 9 of the 11 captures. The scoring pattern stayed relatively stable once the first lead was established. 5 captures were completed solo.
The final capture arrived at 10:07, with pho` finishing for Blue Team. That score set the closing shape of the match at 2-9.
O2 stood out as the main objective influence with 21 grabs, 4 captures, 8 returns, and an MVP score of 670. -uh.StarzZz`- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 80 grabs, 32 pickups, 11 captures, 4 solos, 7 assists, 101 flag kills, 52 covers, 7 seals, 67 returns, 0 mid returns, 8 clutch returns, and 2 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 42% accuracy and 144 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 31 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Cherry watch: O2 logged 1 cherry pick, so the orchard was open and the complaints department has fresh material.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 124 |
| 53 |
| 105 |
| 0 |
| 271 |
| - |
| 0.50 |
| 34% |
| 20% |
| 0:06 |
| Team Total | 645 | 288 | 335 | 0 | 927 | 24.7 cm | 0.86 | 46% | 32% | 0:18 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 333 | 130 | 94 | 0 | 318 | 20.3 cm | 1.38 | 58% | 41% | 0:07 | |
| 234 | 128 | 101 | 0 | 338 | 46.0 cm | 1.27 | 56% | 39% | 0:06 | |
| 189 | 77 | 93 | 0 | 294 | - | 0.83 | 45% | 26% | 0:07 | |
| Team Total | 756 | 335 | 288 | 0 | 950 | 33.1 cm | 1.16 | 54% | 36% | 0:21 |
Click the coloured player buttons to show or hide lines. Each line finishes on the same Equinox MVP score shown in the CTF MVP table.
Dots are timed MVP-impact events from this match. Captures still keep their deeper run details in the existing capture graph.
| 18 |
| 4 |
| 1 |
| 4 kills |
| 9 | 1 | 1 | 1 | 5 kills |
| 9 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 1 | 6 kills | |||||
| 5 | 5 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇫🇷 | Attacker | 21 | 4 | 2 | 1 | 7 | 0/- | 523 | 13 | 4 | 0 | 1 | 8 | 1 | 670 | |
| -🇩🇪 | Attacker | 23 | 3 | 4 | 2 | 4 | 0/- | 348 | 8 | 11 | 0 | 0 | 2 | 2 | 654 | |
| -🇬🇧 | Defender | 1 | 0 | 0 | 0 | 0 | 39/13 | 49 | 2 | 10 | 0 | 0 | 22 | 4 | 536 | |
| -🇬🇧 | Defender | 0 | 2 | 1 | 0 | 0 | 29/4 | 29 | 5 | 17 | 0 | 0 | 23 | 1 | 513 | |
| -🇬🇧 | Attacker | 13 | 1 | 0 | 0 | 12 | 0/- | 77 | 2 | 6 | 0 | 0 | 4 | 0 | 249 | |
| -- | Attacker | 22 | 1 | 0 | 1 | 10 | 0/- | 74 | 2 | 4 | 0 | 1 | 8 | 0 | 191 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 30000 | 0 | 498Hz | 14 | 15 | 16 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 288 | 291 | 292 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 23 | 25 | 27 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 25 | 28 | 31 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Defender | You should be happy with this one; your performance was well above your usual level at 2.89x. You helped keep the score under control with 4 clutch returns. You fought efficiently: 144-114 with a 1.26 K/D, and I think you played your role in the team well. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. | |
| Godlike | Defender | Great game, this was a really strong performance from you at 2.82x. As a defender, your standout work was stopping danger before it became a cap: 1 clutch return. You fought efficiently: 130-94 with a 1.38 K/D, and I think you played your role in the team well. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.23x. Your attacking play was strong, especially because you turned 23 grabs into 3 caps and 2 solos. You fought efficiently: 128-101 with a 1.27 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. | |
| Stable | Attacker | You were close to your usual level at 1.02x, with room to turn steady play into a bigger influence. Your flag work was one of your best areas, with 21 grabs producing 4 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. | |
| Feeding | Attacker | This was a hard outing for you at 0.63x; treat it as a reset point, not a verdict on your ability. You carried real threat on attack, turning 13 grabs into 1 cap. I think survival was your main issue: 91-116 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.52x; treat it as a reset point, not a verdict on your ability. Your flag work was one of your best areas, with 22 grabs producing 1 cap and 1 solo. I think survival was your main issue: 53-105 means you died too often before you could put enough pressure on the enemy or help your team objective. Keep the aggression, but if possible work with a teammate to secure the grab and get a well-timed exit with cover. |