Unreal HeavenThe home of 2v2 and 3v3 iCTF16 May 2026, 22:59
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| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neddy | 262 | 121 | 149 | 0 | 570 | - | 0.81 | 45% | 29% | 102 | 62% | 0:04 |
| vuur_tijger_12 | 126 | 58 | 168 | 0 | 487 | - | 0.35 | 26% | 15% | 54 | 73% | 0:03 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| Neddy | dovlaa | 58 |
| Neddy | -Frag- | 63 |
| vuur_tijger_12 | dovlaa | 27 |
| vuur_tijger_12 | -Frag- | 31 |
| Killer | Victim | |
|---|---|---|
| dovlaa | Neddy | 111 |
| dovlaa | vuur_tijger_12 | 139 |
| -Frag- | Neddy | 38 |
| -Frag- | vuur_tijger_12 | 29 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dovlaa | 17 | 9 | 12 | 19 | 5 kills | ||
| Neddy | 25 | 5 | 4 | 1 | 5 kills | ||
| -Frag- | 11 | 4 | 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 1-17 in favour of Blue Team.
The opening breakthrough came at 0:30 when -Frag- scored for Blue Team. Blue Team created more scoring chances, converting 17 of the 18 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:23, with vuur_tijger_12 finishing for Red Team on a solo run. That score set the closing shape of the match at 1-17.
dovlaa stood out as the main objective influence with 22 grabs, 12 captures, 10 returns, and an MVP score of 1573. dovlaa made the biggest clutch contribution, recording 1 close-save return.
Objective ledger for the match: 42 grabs, 30 pickups, 18 captures, 9 solos, 6 assists, 54 flag kills, 45 covers, 0 seals, 23 returns, 20 mid returns, 3 clutch returns, and 0 cherry picks.
dovlaa supplied the sharpest shooting numbers, finishing with 39% accuracy and 250 kills.
Banter read: dovlaa did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: dovlaa produced 1 close-save return, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total | 388 | 179 | 317 | 0 | 1057 | - | 0.56 | 36% | 23% | - | - | 0:08 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dovlaaFB | 510 | 250 | 85 | 0 | 718 | - | 2.94 | 75% | 39% | 240 | 85% | 0:07 |
| -Frag- | 211 | 67 | 94 | 0 | 580 | - | 0.71 | 42% | 22% | 47 | 36% | 0:07 |
| Team Total | 721 | 317 | 179 | 0 | 1298 | - | 1.77 | 64% | 32% | - | - | 0:15 |
| 7 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dovlaa | 15 | 3 | 1 | 20 kills | ||
| Neddy | 1 | 5 kills | ||||
| -Frag- | 1 | 5 kills | ||||
| vuur_tijger_12 | 4 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | dovlaa | Attacker | 22 | 12 | 2 | 5 | 12 | 0/- | 1203 | 17 | 22 | 9 | 0 | 10 | 1 | 1573 |
| - | -Frag- | Attacker | 9 | 5 | 4 | 3 | 2 | 0/- | 497 | 9 | 21 | 0 | 0 | 0 | 0 | 755 |
| - | Neddy | Attacker | 6 | 0 | 0 | 0 | 30 | 0/- | 0 | 3 | 2 | 6 | 0 | 7 | 1 | 410 |
| - |
| Attacker |
| 5 |
| 1 |
| 0 |
| 1 |
| 10 |
| 0/- |
| 100 |
| 1 |
| 0 |
| 5 |
| 0 |
| 6 |
| 1 |
| 336 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| vuur_tijger_12 | 20000 | - | - | 26 | 27 | 29 | 0 | Minor variation | |
| Neddy | 20000 | - | - | 34 | 35 | 39 | 0 | Bumpy connection | |
| -Frag- | 20000 | - | - | 31 | 32 | 33 | 0 | Good connection | |
| dovlaa | 20000 | - | - | 36 | 37 | 38 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dovlaa | Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 3.04x. You looked dangerous whenever you got the flag, and 22 grabs led to 12 caps and 5 solos. You fought efficiently: 250-85 with a 2.94 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. |
| -Frag- | Godlike | Attacker | Well played, this was a fantastic performance at 1.41x. You looked dangerous whenever you got the flag, and 9 grabs led to 5 caps and 3 solos. I think survival was your main issue: 67-94 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. |
| Neddy | Stable | Attacker | You played around your normal level at 0.99x, so your focus should be small improvements rather than a full reset. You kept looking for the flag with 6 grabs; now the aim is cleaner routes and better timing with cover. You did make some good returns, and those stops helped your team stay in the game. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |
| vuur_tijger_12 | Feeding | Attacker | This was a hard outing for you at 0.71x; treat it as a reset point, not a verdict on your ability. Excellent flag running from you: 5 grabs became 1 cap and 1 solo. I think survival was your main issue: 58-168 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. |