Unreal HeavenThe home of 2v2 and 3v3 iCTF16 May 2026, 19:28
Denise
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 636 | 221 | 207 | 0 | 1466 | - | 1.07 | 52% | 27% | 183 | 55% | 0:15 | |
| Team Total | 636 | 221 | 207 | 0 | 1466 | - | 1.07 | 52% | 23% | - | - | 0:15 |
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 32 | 14 | 6 | 2 | 5 kills | |||
| 11 | 5 | 2 | 4 kills | ||||
| 16 | 6 | 3 kills |
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Generated from the match events and player statistics.
A tight game of 1v3 Sniper CTF took place on CTF-Denise between Red and Blue Team, ending 5-6 in favour of Blue Team.
The opening breakthrough came at 0:11 when Neddy scored for Red Team. Blue Team created more scoring chances, converting 6 of the 11 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Blue 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 12:59, with -Frag- finishing for Blue Team. That score set the closing shape of the match at 5-6.
Neddy made the biggest clutch contribution, recording 13 close-save returns.
Neddy supplied the sharpest shooting numbers, finishing with 27% accuracy and 221 kills.
Clutch desk: Neddy produced 13 close-save returns, also known as deleting someone else's highlight clip.
Blue 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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| 380 | 103 | 99 | 0 | 664 | - | 1.04 | 51% | 25% | 70 | 42% | 0:07 | |
| 341 | 104 | 122 | 0 | 886 | - | 0.85 | 46% | 20% | 86 | 49% | 0:06 | |
| - | - | - | - | - | - | - | - | - | 0 | - | - | |
| Team Total | 721 | 207 | 221 | 0 | 1550 | - | 0.94 | 48% | 22% | - | - | 0:14 |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 5 | 5 kills | |||||
| 1 | 5 kills | |||||
| 1 | 5 kills |
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. Extra time starts at 10:00.
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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 636 | |
| -🇨🇭 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 380 | |
| -🇸🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 341 | |
| -🇨🇱 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
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. Yellow shading marks extra time.
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 |
|---|---|---|---|---|---|---|---|---|---|
| 20000 | - | - | 36 | 48 | 53 | 2 | Occasional lag spikes | ||
| 20000 | - | - | 41 | 42 | 43 | 0 | Good connection | ||
| 20000 | - | - | 31 | 32 | 34 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.99x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. You had a mixed game rather than a specialist one; adding one clear strength, such as safer returns or better cover timing, would make your impact easier to see. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.52x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You had a positive match and your 1.21x rating backs that up. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. The volume of fights was there, but 20% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Feeding | Defender | You had a tough match at 0.00x, well below your usual level, but I think it is fixable. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. Nothing in the stats was wildly good or bad, which means small improvements in timing, survival, and team support could move your rating up. Next focus: protect your own flag first, then help the carrier survive with cover when the chance is there. |