Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Oct 2025, 18:20
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 263 | 30 | 38 | 2 | 127 | - | 0.79 | 43% | 24% | 0:08 | |
| 190 | 25 | 47 | 0 | 70 | 20.3 cm | 0.53 | 35% | 36% | 0:04 | |
| Team Total | 453 | 55 | 85 | 2 | 197 | 20.3 cm | 0.65 | 39% | 28% | 0:12 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 30 | ||
| 25 |
| Killer | Victim | |
|---|---|---|
| 38 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 10 | 4 | 4 | 5 kills | ||||
| 3 | 1 | 3 kills | |||||
| 2 | 2 | 3 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v1 Instagib CTF took place on CTF-1on1-Joust between Red and Blue Team, ending 4-17 in favour of Blue Team.
The opening breakthrough came at 0:07 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 17 of the 21 captures. The scoring pattern stayed relatively stable once the first lead was established. 21 captures were completed solo.
The final capture arrived at 10:40, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 4-17.
-uh.StarzZz`- made the biggest clutch contribution, recording 19 close-save returns.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 41% accuracy and 85 kills.
Clutch desk: -uh.StarzZz`- produced 19 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 | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 756 | 85 | 55 | 0 | 206 | 13.5 cm | 1.55 | 61% | 41% | 0:13 | |
| Team Total | 756 | 85 | 55 | 0 | 206 | 13.5 cm | 1.55 | 61% | 41% | 0:13 |
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.
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| 7 | 7 kills | |||||
| 1 | 4 kills | |||||
| 3 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 | 756 | |
| -🇵🇹 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 263 | |
| -🇬🇧 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 190 |
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 | - | - | 42 | 43 | 45 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 14 | 14 | 15 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 14 | 17 | 0 | Variable ping |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | This was excellent work from you, with your match rating landing at 2.47x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. You fought efficiently: 85-55 with a 1.55 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Struggling | Defender | You had a quieter game than normal at 0.86x; I think the useful part is that your improvement target is visible. Your defensive shape was there in parts, but stronger first contact and faster return calls would raise your value. The volume of fights was there, but 24% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. | |
| Feeding | Defender | This was a hard outing for you at 0.60x; 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. I think survival was your main issue: 25-47 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep the defence steady, then step out to cover your flag runner when it is safe to do so. |