Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Nov 2025, 14:46
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 1180 | 153 | 68 | 1 | 317 | 46.0 cm | 2.25 | 69% | 48% | 0:09 | |
| Team Total | 1180 | 153 | 68 | 1 | 317 | 46.0 cm | 2.25 | 69% | 48% | 0:10 |
| Player | Score | Kills | Deaths |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 153 |
| Killer | Victim | |
|---|---|---|
| 68 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 7 | 4 | 4 | 5 kills | |||
| 7 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 4 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 1v1 Instagib CTF took place on CTF-1on1-Joust between Red and Blue Team, ending 28-2 in favour of Red Team.
The opening breakthrough came at 0:34 when Broken_Soul scored for Blue Team. Red Team created more scoring chances, converting 28 of the 30 captures. Momentum changed hands 1 time as the scoreline developed. 30 captures were completed solo.
Red 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 10:47, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 28-2.
-cide- made the biggest clutch contribution, recording 28 close-save returns.
-cide- supplied the sharpest shooting numbers, finishing with 48% accuracy and 153 kills.
Clutch desk: -cide- produced 28 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.
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 445 | 68 | 153 | 0 | 248 | 58.3 cm | 0.44 | 31% | 27% | 0:04 | |
| Team Total | 445 | 68 | 153 | 0 | 248 | 58.3 cm | 0.44 | 31% | 27% | 0:04 |
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.
| 1 |
| 16 kills |
| 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -🇩🇪 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1180 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 445 |
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 | 360 | 240Hz | 23 | 24 | 24 | 0 | Good connection | ||
| 30000 | - | - | 13 | 14 | 15 | 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 made a clear difference in this match and finished well above your normal level at 2.74x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 153-68 with a 2.25 K/D, and I think you played your role in the team well. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. | |
| Stable | Defender | You were close to your usual level at 1.00x, with room to turn steady play into a bigger influence. As a defender, you were involved, but earlier reads on incoming grabs and cleaner return positioning would lift your game. I think survival was your main issue: 68-153 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: when your base is secure, look for chances to help your carrier with cover on the way home. |