2 Feb 2026, 01:05
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 328 | 140 | 90 | 0 | 309 | 13.5 cm | 1.56 | 61% | 45% | 0:07 | |
| 327 | 106 | 100 | 0 | 297 | - | 1.06 | 51% | 36% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 69 | ||
| 71 | ||
| 63 | ||
| 43 |
| Killer | Victim | |
|---|---|---|
| 53 | ||
| 50 | ||
| 37 | ||
| 50 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 11 | 2 | 4 | 5 kills | |||
| 12 | 5 | 4 | 1 | 5 kills | |||
| 16 | 3 | 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 9-3 in favour of Red Team.
The opening breakthrough came at 0:46 when pho` scored for Blue Team. Red Team created more scoring chances, converting 9 of the 12 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Red 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 10:32, with pho` finishing for Blue Team. That score set the closing shape of the match at 9-3.
localhero stood out as the main objective influence with 9 grabs, 4 captures, 14 returns, and an MVP score of 1006. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 61 grabs, 37 pickups, 12 captures, 6 solos, 4 assists, 86 flag kills, 25 covers, 0 seals, 49 returns, 40 mid returns, 9 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 45% accuracy and 140 kills.
Community desk: pho` brought number-one pug-bot-captain energy into the report, which means at least one decision probably came with a draft explanation and a queue argument.
Clutch desk: Broken_Soul produced 4 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.
| 655 |
| 246 |
| 190 |
| 0 |
| 606 |
| 13.5 cm |
| 1.29 |
| 56% |
| 41% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 242 | 103 | 132 | 0 | 258 | 20.3 cm | 0.78 | 44% | 40% | 0:04 | |
| 217 | 87 | 114 | 0 | 278 | 58.3 cm | 0.76 | 43% | 31% | 0:05 | |
| Team Total | 459 | 190 | 246 | 0 | 536 | 39.3 cm | 0.77 | 44% | 35% | 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.
| 12 |
| 4 |
| 1 |
| 1 |
| 5 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 6 | 9 kills | |||||
| 1 | 5 kills | |||||
| 2 | 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 | 9 | 4 | 2 | 2 | 26 | 0/- | 432 | 5 | 6 | 11 | 0 | 14 | 3 | 1006 | |
| -🇬🇧 | Attacker | 25 | 5 | 0 | 3 | 21 | 0/- | 468 | 9 | 13 | 8 | 0 | 10 | 2 | 998 | |
| -🇬🇧 | Attacker | 16 | 3 | 0 | 1 | 20 | 0/- | 267 | 10 | 3 | 10 | 0 | 11 | 0 | 634 | |
| -🇬🇧 | Attacker | 11 | 0 | 2 | 0 | 19 | 0/- | 33 | 13 | 3 | 11 | 0 | 14 | 4 | 619 |
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 | 8 | 9 | 10 | 0 | Good connection | ||
| 30000 | - | - | 19 | 20 | 21 | 0 | Good connection | ||
| 30000 | - | - | 19 | 20 | 22 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 25 | 25 | 26 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.93x. You looked dangerous whenever you got the flag, and 9 grabs led to 4 caps and 2 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 | Well played, this was a fantastic performance at 1.90x. You were dangerous with the flag: 25 grabs led to 5 caps and 3 solos. You fought efficiently: 140-90 with a 1.56 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 1.26x. As an attacker, you kept pressure on the enemy base with 11 grabs; your next jump is converting more of those starts into completed runs. I think survival was your main issue: 87-114 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. | |
| Dominating | Attacker | You gave your team more than expected here and finished at 1.22x. Excellent flag running from you: 16 grabs became 3 caps and 1 solo. I think survival was your main issue: 103-132 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. |
