Unreal HeavenThe home of 2v2 and 3v3 iCTF28 Aug 2026, 01:29
CTF-Flakspam-SCE
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 108 | 46 | 61 | 1 | 248 | 13.5 cm | 0.75 | 43% | 58% | 0:10 |
| {Flak_Mage}` | 52 | 16 | 49 | 1 | 85 | - | 0.33 | 24% | 74% | 0:13 |
| Team Total | 160 | 62 | 110 | 2 | 333 | 13.5 cm | 0.56 | 36% | 62% | 0:24 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | pho` | 25 |
| -uh.StarzZz`- | R0SE | 21 |
| {Flak_Mage}` | pho` | 7 |
| {Flak_Mage}` | R0SE | 9 |
| Killer | Victim | |
|---|---|---|
| pho` | -uh.StarzZz`- | 38 |
| pho` | {Flak_Mage}` | 27 |
| R0SE | -uh.StarzZz`- | 23 |
| R0SE | {Flak_Mage}` | 22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 8 | 2 kills | |||||
| R0SE | 5 | 2 kills | |||||
| -uh.StarzZz`- | 5 | 2 kills | |||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Flak CTF took place on CTF-Flakspam-SCE between Red and Blue Team, ending 4-23 in favour of Blue Team.
The opening breakthrough came at 0:24 when R0SE scored for Blue Team. Blue Team created more scoring chances, converting 23 of the 27 captures. The scoring pattern stayed relatively stable once the first lead was established. 24 captures were completed solo.
The final capture arrived at 10:57, with R0SE finishing for Blue Team on a solo run. That score set the closing shape of the match at 4-23.
R0SE stood out as the main objective influence with 19 grabs, 12 captures, 23 returns, and an MVP score of 1338. pho` anchored the recovery work with 26 total returns.
Objective ledger for the match: 91 grabs, 12 pickups, 27 captures, 23 solos, 0 assists, 74 flag kills, 0 covers, 0 seals, 64 returns, 0 mid returns, 0 clutch returns, and 0 cherry picks.
{Flak_Mage}` supplied the sharpest shooting numbers, finishing with 74% accuracy and 16 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Aim complaint: {Flak_Mage}` hit 74% accuracy, so at least one death in that match was definitely blamed on ping, monitor Hz, or dark magic.
Blue 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 261 | 65 | 32 | 1 | 292 | 20.3 cm | 2.03 | 66% | 49% | 0:20 |
| R0SEFB | 230 | 45 | 30 | 3 | 232 | - | 1.50 | 58% | 67% | 0:22 |
| Team Total | 491 | 110 | 62 | 4 | 524 | 20.3 cm | 1.77 | 64% | 57% | 0:43 |
| 2 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 4 | 7 kills | ||||
| R0SE | 2 | 5 kills | ||||
| -uh.StarzZz`- | 3 kills | |||||
| {Flak_Mage}` | 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | R0SE | Attacker | 19 | 12 | 0 | 12 | 26 | 0/- | 1257 | 1 | 0 | 0 | 0 | 23 | 0 | 1338 |
| - | pho` | Attacker | 19 | 11 | 0 | 8 | 30 | 0/- | 1043 | 3 | 0 | 0 | 0 | 26 | 0 | 1227 |
| - | {Flak_Mage}` | Attacker | 24 | 3 | 0 | 2 | 4 | 0/- | 300 | 8 | 0 | 0 | 0 | 3 | 0 | 311 |
| - |
| Attacker |
| 29 |
| 1 |
| 0 |
| 1 |
| 14 |
| 0/- |
| 100 |
| 0 |
| 0 |
| 0 |
| 0 |
| 12 |
| 0 |
| 249 |
CTF objective progression by player across this match.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 21 | 27 | 123 | 1 | Occasional lag spikes | |
| {Flak_Mage}` | - | - | - | 38 | 47 | 121 | 2 | Occasional lag spikes | |
| pho` | 25000 | 400 | 280Hz | 47 | 48 | 52 | 0 | Minor variation | |
| R0SE | - | - | - | 284 | 293 | 426 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Attacker | You put together a top-level game here and finished at 2.71x. You carried real threat on attack, turning 19 grabs into 11 caps and 8 solos. You fought efficiently: 65-32 with a 2.03 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. |
| R0SE | Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.56x. You gave the enemy defence problems and backed it up with 12 caps and 12 solos from 19 grabs. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| -uh.StarzZz`- | Stable | Attacker | I think you had a steady game at 0.93x; one or two stronger moments would lift it nicely. Excellent flag running from you: 29 grabs became 1 cap and 1 solo. I think survival was your main issue: 46-61 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| {Flak_Mage}` | Feeding | Attacker | You had a tough match at 0.40x, well below your usual level, but I think it is fixable. Your flag work was one of your best areas, with 24 grabs producing 3 caps and 2 solos. I think survival was your main issue: 16-49 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. |