Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Jul 2026, 15:27
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 221 | 102 | 131 | 0 | 282 | 36.0 cm | 0.78 | 44% | 37% | 0:05 | |
| 194 | 97 | 114 | 0 | 264 | - | 0.85 | 46% | 37% | 0:05 | |
| Team Total | 415 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 14 | 9 | 1 | 3 | 5 kills | |||
| 13 | 4 | 3 | 1 | 5 kills | |||
| 13 | 5 | 5 | 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 0-19 in favour of Blue Team.
The opening breakthrough came at 0:09 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 19 of the 19 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:53, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 0-19.
-uh.StarzZz`- stood out as the main objective influence with 22 grabs, 11 captures, 9 returns, and an MVP score of 1484. _-=Pr3dazZz=- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 52 grabs, 45 pickups, 19 captures, 5 solos, 10 assists, 78 flag kills, 31 covers, 0 seals, 33 returns, 29 mid returns, 4 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 46% accuracy and 128 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: _-=Pr3dazZz=- produced 2 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.
| 199 |
| 245 |
| 0 |
| 546 |
| 36.0 cm |
| 0.81 |
| 45% |
| 37% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 385 | 117 | 97 | 0 | 279 | 13.5 cm | 1.21 | 55% | 42% | 0:06 | |
| 359 | 128 | 102 | 0 | 277 | 20.3 cm | 1.25 | 56% | 46% | 0:06 | |
| Team Total | 744 | 245 | 199 | 0 | 556 | 16.9 cm | 1.23 | 55% | 44% | 0:13 |
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.
| 18 |
| 1 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 1 | 5 kills | |||||
| 5 | 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 | 22 | 11 | 6 | 4 | 16 | 0/- | 1204 | 17 | 8 | 8 | 0 | 9 | 1 | 1484 | |
| -🇬🇧 | Attacker | 9 | 8 | 4 | 1 | 15 | 0/- | 696 | 18 | 18 | 11 | 0 | 12 | 1 | 1174 | |
| -🇬🇧 | Attacker | 8 | 0 | 0 | 0 | 25 | 0/- | 0 | 7 | 2 | 6 | 0 | 7 | 2 | 384 | |
| -- | Attacker | 13 | 0 | 0 | 0 | 22 | 0/- | 0 | 3 | 3 | 4 | 0 | 5 | 0 | 328 |
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 | 19 | 19 | 19 | 0 | Good connection | ||
| 30000 | 300 | 0Hz | 29 | 30 | 31 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 16 | 17 | 18 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 20 | 21 | 21 | 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 | You made a clear difference in this match and finished well above your normal level at 2.45x. You carried real threat on attack, turning 22 grabs into 11 caps and 4 solos. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 2.04x. Your flag work was one of your best areas, with 9 grabs producing 8 caps and 1 solo. You fought efficiently: 128-102 with a 1.25 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. | |
| Stable | Attacker | You played around your normal level at 1.00x, so your focus should be small improvements rather than a full reset. You kept looking for the flag with 8 grabs; now the aim is cleaner routes and better timing with cover. I think survival was your main issue: 102-131 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. | |
| Stable | Attacker | I think you had a steady game at 0.93x; one or two stronger moments would lift it nicely. You kept looking for the flag with 13 grabs; now the aim is cleaner routes and better timing with cover. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |