Unreal HeavenThe home of 2v2 and 3v3 iCTF14 Jul 2026, 21:28
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 596 | 128 | 124 | 0 | 355 | 36.0 cm | 1.03 | 51% | 37% | 0:05 | |
| 468 | 95 | 113 | 0 | 327 | 82.4 cm | 0.84 | 46% | 29% | 0:05 | |
| Team Total | 1064 | 223 | 237 | 0 | 682 | 59.2 cm | 0.94 | 48% | 33% | 0:11 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 10 | 4 | 4 | 5 kills | |||
| 12 | 11 | 3 | 4 | 5 kills | |||
| 10 | 6 | 1 | 1 | 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 2-15 in favour of Blue Team.
The opening breakthrough came at 0:11 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 15 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:09, with -uh.StarzZz`- finishing for Blue Team on a solo run. That score set the closing shape of the match at 2-15.
-uh.StarzZz`- stood out as the main objective influence with 53 grabs, 11 captures, 36 returns, and an MVP score of 2434. -uh.StarzZz`- made the biggest clutch contribution, recording 20 close-save returns.
Objective ledger for the match: 140 grabs, 122 pickups, 17 captures, 0 solos, 9 assists, 244 flag kills, 39 covers, 0 seals, 122 returns, 57 mid returns, 65 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 140 kills.
Banter read: -uh.StarzZz`- was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: -uh.StarzZz`- produced 20 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 |
|---|---|---|---|---|---|---|---|---|---|---|
| 783 | 140 | 108 | 0 | 359 | 13.5 cm | 1.30 | 56% | 40% | 0:06 | |
| 535 | 97 | 115 | 0 | 292 | 58.3 cm | 0.84 | 46% | 33% | 0:05 | |
| Team Total | 1318 | 237 | 223 | 0 | 651 | 35.9 cm | 1.06 | 52% | 37% | 0:12 |
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.
| 9 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 1 | 12 kills | ||||
| 4 | 7 kills | |||||
| 3 | 7 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 | 53 | 11 | 2 | 0 | 74 | 0/- | 1120 | 34 | 10 | 15 | 0 | 36 | 20 | 2434 | |
| -🇬🇧 | Attacker | 45 | 2 | 0 | 0 | 66 | 0/- | 149 | 25 | 4 | 18 | 0 | 33 | 19 | 1830 | |
| -🇬🇧 | Attacker | 22 | 4 | 5 | 0 | 50 | 0/- | 380 | 27 | 15 | 15 | 0 | 27 | 13 | 1478 | |
| -🇵🇹 | Attacker | 20 | 0 | 2 | 0 | 54 | 0/- | 51 | 36 | 10 | 9 | 0 | 26 | 13 | 1096 |
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 | 498 | 498Hz | 12 | 12 | 13 | 0 | Good connection | ||
| 20000 | - | - | 38 | 39 | 40 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 20000 | - | - | 15 | 15 | 16 | 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 2.78x. You were dangerous with the flag: 53 grabs led to 11 caps. You fought efficiently: 140-108 with a 1.30 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 2.11x. You gave the enemy defence problems and backed it up with 2 caps from 45 grabs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.93x. You looked dangerous whenever you got the flag, and 22 grabs led to 4 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.67x. You created plenty of starts with 20 grabs; now try to turn more of them into pickups, covers, or caps. 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. |