Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Sept 2026, 14:06
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 576 | 73 | 97 | 0 | 340 | - | 0.75 | 43% | 21% | 0:06 | |
| Team Total | 576 | 73 | 97 | 0 | 340 | - | 0.75 | 43% | 21% | 0:07 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D |
|---|
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 4 | 1 | 5 kills | ||||
| 8 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 |
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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 8-10 in favour of Blue Team.
The opening breakthrough came at 0:06 when Headrush scored for Blue Team. Blue Team created more scoring chances, converting 10 of the 18 captures. Momentum changed hands 2 times as the scoreline developed. 18 captures were completed solo.
Blue 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 10:11, with Headrush finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-10.
Headrush made the biggest clutch contribution, recording 26 close-save returns.
Headrush supplied the sharpest shooting numbers, finishing with 31% accuracy and 97 kills.
Clutch desk: Headrush produced 26 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.
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 | 771 | |
| -- | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 576 |
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| 771 | 97 | 73 | 0 | 315 | - | 1.33 | 57% | 31% | 0:09 | |
| Team Total | 771 | 97 | 73 | 0 | 315 | - | 1.33 | 57% | 31% | 0:09 |
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.
| 8 kills |
| 4 kills |
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 2.19x. As an attacker, your pressure was more selective than constant, so better route timing and earlier support calls would help you more. You fought efficiently: 97-73 with a 1.33 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 put together a top-level game here and finished at 1.63x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. I think survival was your main issue: 73-97 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 480 | 144Hz | 26 | 29 | 63 | 0 | Bumpy connection | ||
| 25000 | 0 | 0Hz | 16 | 17 | 19 | 0 | Minor variation |