Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Jul 2025, 23:17
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 619 | 123 | 108 | 0 | 358 | 13.5 cm | 1.14 | 53% | 34% | 0:06 | |
| 589 | 117 | 91 | 0 | 381 | - | 1.29 | 56% | 31% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 5 | 2 | 3 | 5 kills | |||
| 14 | 5 | 5 | 2 | 5 kills | |||
| 16 | 7 | 4 | 2 | 5 kills | |||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-1on1-Joust between Red and Blue Team, ending 6-3 in favour of Red Team.
The opening breakthrough came at 0:40 when -uh.StarzZz`- scored for Red Team. Red Team created more scoring chances, converting 6 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 7 captures were completed solo.
The final capture arrived at 10:19, with Broken_Soul finishing for Blue Team on a solo run. That score set the closing shape of the match at 6-3.
-uh.StarzZz`- stood out as the main objective influence with 37 grabs, 4 captures, 36 returns, and an MVP score of 1909. _-=Pr3dazZz=- made the biggest clutch contribution, recording 23 close-save returns.
Objective ledger for the match: 150 grabs, 93 pickups, 9 captures, 6 solos, 2 assists, 232 flag kills, 47 covers, 0 seals, 139 returns, 58 mid returns, 81 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 34% accuracy and 123 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: _-=Pr3dazZz=- produced 23 close-save returns, also known as deleting someone else's highlight clip.
Red Team ultimately secured the result through stronger capture conversion and late-game control.
| Team Total |
| 1208 |
| 240 |
| 199 |
| 0 |
| 739 |
| 13.5 cm |
| 1.21 |
| 55% |
| 32% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 602 | 114 | 120 | 0 | 380 | 36.0 cm | 0.95 | 49% | 31% | 0:05 | |
| 539 | 85 | 120 | 0 | 362 | 58.3 cm | 0.71 | 41% | 26% | 0:05 | |
| Team Total | 1141 | 199 | 240 | 0 | 742 | 47.1 cm | 0.83 | 45% | 29% | 0:10 |
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.
| 16 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 7 kills | |||||
| 5 | 6 kills | |||||
| 2 | 5 kills | |||||
| 3 | 5 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 | 37 | 4 | 0 | 1 | 62 | 0/- | 307 | 25 | 15 | 19 | 0 | 36 | 16 | 1909 | |
| -🇬🇧 | Attacker | 26 | 3 | 0 | 3 | 46 | 0/- | 233 | 33 | 10 | 9 | 0 | 29 | 23 | 1785 | |
| -🇬🇧 | Attacker | 41 | 2 | 2 | 2 | 61 | 0/- | 293 | 13 | 7 | 14 | 0 | 32 | 19 | 1697 | |
| -🇬🇧 | Attacker | 46 | 0 | 0 | 0 | 63 | 0/- | 67 | 22 | 15 | 16 | 0 | 42 | 23 | 1623 |
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 | 238 | 238Hz | 12 | 13 | 15 | 0 | Minor variation | ||
| 35000 | - | - | 20 | 20 | 21 | 0 | Good connection | ||
| 35000 | - | - | 13 | 14 | 15 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 11 | 12 | 12 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You put together a top-level game here and finished at 2.19x. You ran the flag well and gave your team end product: 4 caps and 1 solo from 37 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 were one of the players who shaped this match, finishing at 2.15x. Very strong flag running: you made 41 grabs count with 2 caps and 2 solos. You fought efficiently: 117-91 with a 1.29 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.04x. Excellent flag running from you: 26 grabs became 3 caps and 3 solos. I think survival was your main issue: 85-120 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. | |
| Godlike | Attacker | Well played, this was a fantastic performance at 2.00x. 46 grabs is a good sign that you were trying to make things happen; the next step is making more of them count. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |