Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Sept 2026, 23:03
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 576 | 74 | 69 | 0 | 397 | 19.6 cm | 1.07 | 52% | 27% | 58 | 54% | 0:07 | |
| Team Total | 576 | 74 | 69 | 0 | 397 | 19.6 cm | 1.07 | 52% | 27% | - | - | 0:07 |
| Player | Score | Kills |
|---|
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 10 | 4 | 1 | 4 kills | ||||
| 9 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 |
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Generated from the match events and player statistics.
A decisive game of 1v1 Sniper CTF took place on CTF-1on1-Joust between Red and Blue Team, ending 8-16 in favour of Blue Team.
The opening breakthrough came at 0:08 when -cide- scored for Blue Team. Blue Team created more scoring chances, converting 16 of the 24 captures. Momentum changed hands 2 times as the scoreline developed. 24 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 8:35, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 8-16.
-cide- made the biggest clutch contribution, recording 17 close-save returns.
-cide- supplied the sharpest shooting numbers, finishing with 36% accuracy and 69 kills.
Clutch desk: -cide- produced 17 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.
| Deaths |
|---|
| Suicides |
|---|
| Shots |
|---|
| 360 |
|---|
| K/D |
|---|
| Eff |
|---|
| Acc |
|---|
| HSK |
|---|
| HSA% |
|---|
| TTL |
|---|
| 700 | 69 | 74 | 0 | 296 | 46.0 cm | 0.93 | 48% | 36% | 49 | 45% | 0:07 | |
| Team Total | 700 | 69 | 74 | 0 | 296 | 46.0 cm | 0.93 | 48% | 36% | - | - | 0:07 |
| 5 kills |
| 2 | 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 | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 700 | |
| -🇭🇷 | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 576 |
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
CTF objective progression by player across this match.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills.
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 | 250 | 144Hz | 75 | 79 | 81 | 0 | Minor variation | ||
| 25000 | 360 | 240Hz | 21 | 23 | 25 | 0 | Bumpy 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 1.92x. You had moments in attack, but I think you need more repeated pressure to force defensive mistakes. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You had a positive match and your 1.18x rating backs that up. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. Your stats were fairly balanced, so your next gain is one cleaner objective action or one fewer unnecessary death each run. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |