Unreal HeavenThe home of 2v2 and 3v3 iCTF22 Jul 2025, 19:36
CTF-1on1-Joust
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 808 | 184 | 88 | 0 | 355 | - | 2.09 | 68% | 52% | 0:07 | |
| 706 | 132 | 108 | 0 | 360 | 36.0 cm | 1.22 | 55% | 38% | 0:06 | |
| Team Total | 1514 | 316 | 196 | 0 | 715 | 36.0 cm | 1.61 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 97 | ||
| 87 | ||
| 63 | ||
| 69 |
| Killer | Victim | |
|---|---|---|
| 41 | ||
| 64 | ||
| 47 | ||
| 44 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 9 | 9 | 10 | 5 kills | |||
| 13 | 6 | 2 | 3 | 5 kills | |||
| 7 | 6 | 3 | 2 | 5 kills | |||
Loading player feedback...
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 8-2 in favour of Red Team.
The opening breakthrough came at 0:23 when (FT)Swat scored for Red Team. Red Team created more scoring chances, converting 8 of the 10 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:19, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 8-2.
(FT)Swat stood out as the main objective influence with 27 grabs, 5 captures, 49 returns, and an MVP score of 2436. _-=Pr3dazZz=- made the biggest clutch contribution, recording 21 close-save returns.
Objective ledger for the match: 132 grabs, 135 pickups, 10 captures, 7 solos, 2 assists, 255 flag kills, 52 covers, 0 seals, 120 returns, 55 mid returns, 65 clutch returns, and 0 cherry picks.
(FT)Swat supplied the sharpest shooting numbers, finishing with 52% accuracy and 184 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 74 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: _-=Pr3dazZz=- produced 21 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.
| 62% |
| 45% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 507 | 105 | 160 | 0 | 318 | 13.5 cm | 0.66 | 40% | 34% | 0:04 | |
| 386 | 91 | 156 | 0 | 359 | 46.0 cm | 0.58 | 37% | 26% | 0:04 | |
| Team Total | 893 | 196 | 316 | 0 | 677 | 29.7 cm | 0.62 | 38% | 30% | 0:08 |
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 |
| 7 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 13 | 9 kills | |||||
| 4 | 9 kills | |||||
| 1 | 6 kills | |||||
| 1 | 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 | 27 | 5 | 1 | 4 | 99 | 0/- | 398 | 22 | 9 | 25 | 0 | 49 | 14 | 2436 | |
| -🇬🇧 | Attacker | 24 | 3 | 1 | 1 | 62 | 0/- | 402 | 30 | 29 | 18 | 0 | 29 | 21 | 1836 | |
| -🇬🇧 | Attacker | 51 | 1 | 0 | 1 | 53 | 0/- | 100 | 39 | 6 | 10 | 0 | 25 | 18 | 1437 | |
| -🇬🇧 | Attacker | 30 | 1 | 0 | 1 | 41 | 0/- | 100 | 44 | 8 | 2 | 0 | 17 | 12 | 873 |
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 | - | - | 47 | 47 | 48 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 11 | 11 | 12 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 17 | 0 | Sawtooth variation | ||
| 25000 | 360 | 240Hz | 18 | 20 | 21 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.68x. You carried real threat on attack, turning 27 grabs into 5 caps and 4 solos. You fought efficiently: 184-88 with a 2.09 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You put together a top-level game here and finished at 2.29x. You gave the enemy defence problems and backed it up with 3 caps and 1 solo from 24 grabs. 55% efficiency shows the fight selection was generally good. 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 1.73x. Very strong flag running: you made 51 grabs count with 1 cap and 1 solo. I think survival was your main issue: 105-160 means you died too often before you could put enough pressure on the enemy or help your team objective. 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 | Great game, this was a really strong performance from you at 1.31x. You gave the enemy defence problems and backed it up with 1 cap and 1 solo from 30 grabs. I think survival was your main issue: 91-156 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |