Unreal HeavenThe home of 2v2 and 3v3 iCTF7 Oct 2025, 00:33
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 348 | 132 | 84 | 1 | 339 | - | 1.57 | 61% | 39% | 0:07 | |
| 249 | 114 | 92 | 0 | 285 | 36.0 cm | 1.24 | 55% | 40% | 0:07 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 65 | ||
| 67 | ||
| 40 | ||
| 74 |
| Killer | Victim | |
|---|---|---|
| 45 | ||
| 50 | ||
| 39 | ||
| 42 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 7 | 6 | 4 | 5 kills | |||
| 18 | 4 | 2 | 4 kills | ||||
| 18 | 6 | 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 11-6 in favour of Red Team.
The opening breakthrough came at 0:50 when ownage scored for Red Team. Red Team created more scoring chances, converting 11 of the 17 captures. The scoring pattern stayed relatively stable once the first lead was established. 12 captures were completed solo.
The final capture arrived at 10:29, with _-=Pr3dazZz=- finishing for Red Team. That score set the closing shape of the match at 11-6.
ownage stood out as the main objective influence with 30 grabs, 9 captures, 10 returns, and an MVP score of 1262. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 70 grabs, 31 pickups, 17 captures, 5 solos, 5 assists, 83 flag kills, 36 covers, 0 seals, 53 returns, 46 mid returns, 7 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 40% accuracy and 114 kills.
Banter read: ownage did enough objective damage that the report had to stop being polite and put their name in bold mentally.
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.
| 597 |
| 246 |
| 176 |
| 1 |
| 624 |
| 36.0 cm |
| 1.40 |
| 58% |
| 39% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 299 | 95 | 105 | 0 | 317 | - | 0.90 | 48% | 30% | 0:06 | |
| 291 | 81 | 141 | 0 | 249 | 58.3 cm | 0.57 | 36% | 33% | 0:04 | |
| Team Total | 590 | 176 | 246 | 0 | 566 | 58.3 cm | 0.72 | 42% | 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.
| 13 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 2 | 5 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 | 30 | 9 | 2 | 3 | 16 | 0/- | 841 | 12 | 8 | 9 | 0 | 10 | 1 | 1262 | |
| -🇺🇸 | Attacker | 15 | 4 | 0 | 1 | 24 | 0/- | 354 | 9 | 6 | 13 | 0 | 16 | 2 | 986 | |
| -🇬🇧 | Attacker | 12 | 2 | 0 | 1 | 28 | 0/- | 246 | 1 | 5 | 13 | 0 | 16 | 4 | 878 | |
| -🇬🇧 |
| Attacker |
| 13 |
| 2 |
| 3 |
| 0 |
| 15 |
| 0/- |
| 259 |
| 9 |
| 17 |
| 11 |
| 0 |
| 11 |
| 0 |
| 706 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | 498 | 498Hz | 8 | 10 | 11 | 0 | Minor variation | ||
| 30000 | - | - | 113 | 126 | 143 | 0 | Rhythmic fluctuation | ||
| 30000 | - | - | 13 | 14 | 16 | 0 | Minor variation | ||
| 30000 | 0 | 240Hz | 95 | 97 | 100 | 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 should be happy with this one; your performance was well above your usual level at 2.07x. Your attacking runs had purpose, with 30 grabs leading to 9 caps and 3 solos. You fought efficiently: 132-84 with a 1.57 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You put together a top-level game here and finished at 1.64x. Your attacking play was strong, especially because you turned 15 grabs into 4 caps and 1 solo. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.57x. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 12 grabs. I think survival was your main issue: 81-141 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. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.38x. Your grabs and running were a real strength, with 13 grabs turning into 2 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. |