Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2026, 13:08
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 409 | 125 | 90 | 0 | 359 | 13.5 cm | 1.39 | 58% | 40% | 0:07 | |
| 353 | 99 | 86 | 0 | 315 | 58.3 cm | 1.15 | 54% | 33% | 0:07 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 77 | ||
| 48 | ||
| 46 | ||
| 53 |
| Killer | Victim | |
|---|---|---|
| 55 | ||
| 48 | ||
| 35 | ||
| 38 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 16 | 13 | 1 | 4 kills | ||||
| 13 | 5 | 3 | 4 kills | ||||
| 20 | 5 | 2 | 4 kills | ||||
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Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-ThornsV2_Small between Red and Blue Team, ending 16-3 in favour of Red Team.
The opening breakthrough came at 1:08 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 16 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 14 captures were completed solo.
The final capture arrived at 9:59, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 16-3.
-uh.StarzZz`- stood out as the main objective influence with 25 grabs, 8 captures, 14 returns, and an MVP score of 1525. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 72 grabs, 28 pickups, 19 captures, 8 solos, 5 assists, 80 flag kills, 33 covers, 0 seals, 52 returns, 37 mid returns, 15 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 40% accuracy and 125 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: _-=Pr3dazZz=- produced 5 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.
| Team Total | 762 | 224 | 176 | 0 | 674 | 35.9 cm | 1.27 | 56% | 36% | 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 242 | 103 | 123 | 0 | 318 | 36.0 cm | 0.84 | 46% | 34% | 0:05 | |
| 221 | 73 | 101 | 0 | 293 | - | 0.72 | 42% | 25% | 0:06 | |
| Team Total | 463 | 176 | 224 | 0 | 611 | 36.0 cm | 0.79 | 44% | 30% | 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.
| 12 |
| 3 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 8 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 kills | |||||
| 4 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 | 25 | 8 | 3 | 5 | 23 | 0/- | 963 | 7 | 12 | 11 | 0 | 14 | 4 | 1525 | |
| -🇬🇧 | Attacker | 17 | 8 | 1 | 3 | 17 | 0/- | 637 | 8 | 17 | 8 | 0 | 13 | 4 | 1166 | |
| -🇬🇧 | Attacker | 14 | 0 | 1 | 0 | 20 | 0/- | 80 | 7 | 1 | 11 | 0 | 16 | 5 | 667 | |
| -🇫🇷 |
| Attacker |
| 16 |
| 3 |
| 0 |
| 0 |
| 20 |
| 0/- |
| 220 |
| 6 |
| 3 |
| 7 |
| 0 |
| 9 |
| 2 |
| 581 |
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 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 30000 | - | - | 23 | 23 | 24 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 12 | 13 | 13 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 27 | 29 | 43 | 1 | Occasional lag spikes |
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 2.39x. Very strong flag running: you made 25 grabs count with 8 caps and 5 solos. You fought efficiently: 125-90 with a 1.39 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 2.16x. Your attacking runs had purpose, with 17 grabs leading to 8 caps and 3 solos. 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. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.35x. Excellent flag running from you: 16 grabs became 3 caps. I think survival was your main issue: 73-101 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You had a positive match and your 1.24x rating backs that up. You were active on attack with 14 grabs; I think your next step is turning more of those into safe runs. You did make some good returns, and those stops helped your team stay in the game. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |