Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Sept 2025, 11:57
Bunny Track: Mountain Base
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| NO_Limits | 15 | 0 | 0 | 2 | 3 | - | 0 | 0% | 0% | 2:48 |
| macz^ | -2 | 0 | 0 | 2 | 2 | - | 0 | 0% | 0% | 1:04 |
| Team Total | 13 | 0 | 0 | 4 | 5 | - | 0 | - | 0% | 3:52 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| No matchups recorded | ||
| Killer | Victim | |
|---|---|---|
| No matchups recorded | ||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of Normal Weapons CTF took place on CTF-BT-FEB-MountainBase between Red and Blue Team, ending 1-0 in favour of Red Team.
The opening breakthrough came at 956:24 when NO_Limits scored for Red Team. Red Team created more scoring chances, converting 1 of the 1 captures. The scoring pattern stayed relatively stable once the first lead was established. 1 capture was completed solo.
NO_Limits supplied the sharpest shooting numbers, finishing with 0% accuracy and 0 kills.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Team Total | 0 | 0 | 0 | 0 | 0 | - | 0 | - | - | 0:00 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | NO_Limits | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 15 |
| - | macz^ | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| NO_Limits | Godlike | Defender | You made a clear difference in this match and finished well above your normal level at 2.00x. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. 0% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |
| macz^ | Feeding | Defender | This was a hard outing for you at 0.00x; treat it as a reset point, not a verdict on your ability. You had defensive involvement, but your next step is being first to the danger more often, not just reacting after the grab. 0% efficiency points to too many low-value duels; wait for support or fight from stronger positions. Next focus: cover the flag carriers when you can, but make sure your own flag is safe first. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| macz^ | 30000 | - | - | 18 | 20 | 21 | 0 | Limited ping data | |
| NO_Limits | 30000 | 355 | 0Hz | 23 | 23 | 24 | 0 | Good connection |