Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Oct 2026, 00:23
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 254 | 70 | 105 | 0 | 244 | - | 0.67 | 40% | 29% | 0:06 | |
| 203 | 98 | 112 | 0 | 284 | 36.0 cm | 0.88 | 47% | 35% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 41 | ||
| 29 | ||
| 53 | ||
| 45 |
| Killer | Victim | |
|---|---|---|
| 39 | ||
| 65 | ||
| 66 | ||
| 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 7 | 3 | 2 | 5 kills | |||
| 13 | 3 | 1 | 2 | 5 kills | |||
| 17 | 5 | 3 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 5-12 in favour of Blue Team.
The opening breakthrough came at 1:16 when Zo-^ scored for Blue Team. Blue Team created more scoring chances, converting 12 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 13 captures were completed solo.
The final capture arrived at 9:39, with ROSE finishing for Red Team on a solo run. That score set the closing shape of the match at 5-12.
newut stood out as the main objective influence with 22 grabs, 7 captures, 11 returns, and an MVP score of 1416. Zo-^ made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 71 grabs, 27 pickups, 17 captures, 4 solos, 4 assists, 80 flag kills, 21 covers, 0 seals, 52 returns, 42 mid returns, 10 clutch returns, and 0 cherry picks.
Zo-^ supplied the sharpest shooting numbers, finishing with 40% accuracy and 104 kills.
Banter read: newut did enough objective damage that the report had to stop being polite and put their name in bold mentally.
Clutch desk: Zo-^ produced 4 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.
| 457 |
| 168 |
| 217 |
| 0 |
| 528 |
| 36.0 cm |
| 0.77 |
| 44% |
| 32% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 345 | 104 | 94 | 0 | 260 | - | 1.11 | 53% | 40% | 0:06 | |
| 344 | 113 | 74 | 0 | 285 | - | 1.53 | 60% | 40% | 0:08 | |
| Team Total | 689 | 217 | 168 | 0 | 545 | - | 1.29 | 56% | 40% | 0:16 |
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 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 3 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 | 22 | 7 | 2 | 3 | 22 | 0/- | 855 | 7 | 3 | 10 | 0 | 11 | 2 | 1416 | |
| -🇩🇪 | Attacker | 13 | 5 | 2 | 0 | 23 | 0/- | 345 | 6 | 11 | 14 | 0 | 19 | 4 | 1073 | |
| -- | Attacker | 20 | 5 | 0 | 1 | 16 | 0/- | 443 | 8 | 1 | 9 | 0 | 10 | 3 | 856 | |
| -🇬🇧 |
| Attacker |
| 16 |
| 0 |
| 0 |
| 0 |
| 19 |
| 0/- |
| 57 |
| 6 |
| 6 |
| 9 |
| 0 |
| 12 |
| 1 |
| 508 |
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 | 498 | 498Hz | 12 | 12 | 13 | 0 | Good connection | ||
| 25000 | 260 | 0Hz | 288 | 290 | 294 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 84 | 86 | 89 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 33 | 34 | 36 | 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 | You had a huge game and played well above your usual level at 2.27x. Excellent flag running from you: 22 grabs became 7 caps and 3 solos. You fought efficiently: 113-74 with a 1.53 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 | I think this was one of your stronger performances, coming in at 2.09x. Excellent flag running from you: 13 grabs became 5 caps. Aim was a real positive at 40% accuracy, so keep taking fights where that strength matters. 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 should be happy with this one; your performance was well above your usual level at 1.76x. You gave the enemy defence problems and backed it up with 5 caps and 1 solo from 20 grabs. I think survival was your main issue: 70-105 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. | |
| Stable | Attacker | I think you had a steady game at 1.06x; one or two stronger moments would lift it nicely. Your flag pressure was good with 16 grabs, and working closer with your team would make those grabs more dangerous. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |