Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Sept 2026, 14:31
CTF-Yard-Edit
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Physicx | 219 | 61 | 72 | 0 | 262 | - | 0.85 | 46% | 23% | 0:09 |
| Team Total | 219 | 61 | 72 | 0 | 262 | - | 0.85 | 46% | 23% | 0:09 |
| 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 |
|---|---|---|---|---|---|---|---|
| Headrush | 6 | 4 | 3 kills | ||||
| Physicx | 7 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Headrush | 1 | 1 |
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Generated from the match events and player statistics.
A tight game of 1v1 Instagib CTF took place on CTF-Yard-V8a between Red and Blue Team, ending 3-4 in favour of Blue Team.
The opening breakthrough came at 2:27 when Physicx scored for Red Team. Blue Team created more scoring chances, converting 4 of the 7 captures. Momentum changed hands 1 time as the scoreline developed. 7 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 10:51, with Headrush finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-4.
Physicx made the biggest clutch contribution, recording 3 close-save returns.
Headrush supplied the sharpest shooting numbers, finishing with 31% accuracy and 72 kills.
Clutch desk: Physicx produced 3 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | Physicx | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 219 |
| - | Headrush | Attacker | 0 | 0 | 0 | 0 | 0 | 0/- | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 213 |
| Eff |
|---|
| Acc |
|---|
| TTL |
|---|
| HeadrushFB | 213 | 72 | 61 | 0 | 231 | - | 1.18 | 54% | 31% | 0:10 |
| Team Total | 213 | 72 | 61 | 0 | 231 | - | 1.18 | 54% | 31% | 0:11 |
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.
| 10 kills |
| Physicx | 1 | 6 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Physicx | Dominating | Attacker | Good game from you, with your performance coming in above normal at 1.15x. You showed flashes in attack; your next step is entering with a clearer escape route or teammate cover. The volume of fights was there, but 23% accuracy suggests slowing the first shot and choosing cleaner angles. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |
| Headrush | Dominating | Attacker | I think this was a good step up from your normal game, with a 1.13x rating. 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: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Physicx | 25000 | 480 | 144Hz | 26 | 27 | 29 | 0 | Minor variation | |
| Headrush | 25000 | 0 | 0Hz | 16 | 17 | 18 | 0 | Good connection |