28 Aug 2026, 02:07
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 94 | 33 | 94 | 4 | 0 | 13.5 cm | 0.35 | 25% | 0% | 0:06 |
| {Rocket_Mage}` | 56 | 25 | 89 | 5 | 0 | - | 0.28 | 21% | 0% | 0:07 |
| Team Total | 150 | 58 | 183 | 9 | 0 | 13.5 cm | 0.32 | 24% | - | 0:14 |
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| -uh.StarzZz`- | R0SE | 19 |
| -uh.StarzZz`- | pho` | 14 |
| {Rocket_Mage}` | R0SE | 9 |
| {Rocket_Mage}` | pho` | 16 |
| Killer | Victim | |
|---|---|---|
| R0SE | -uh.StarzZz`- | 46 |
| R0SE | {Rocket_Mage}` | 51 |
| pho` | -uh.StarzZz`- | 48 |
| pho` | {Rocket_Mage}` | 38 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 15 | 1 | 3 kills | ||||
| R0SE | 15 | 3 | 1 | 1 | 5 kills | ||
| -uh.StarzZz`- | 2 | 2 kills |
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Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-ThornsV2_Small between Red and Blue Team, ending 3-31 in favour of Blue Team.
The opening breakthrough came at 0:14 when pho` scored for Blue Team. Blue Team created more scoring chances, converting 31 of the 34 captures. The scoring pattern stayed relatively stable once the first lead was established. 30 captures were completed solo.
The final capture arrived at 10:26, with R0SE finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-31.
R0SE stood out as the main objective influence with 23 grabs, 16 captures, 18 returns, and an MVP score of 1708. pho` anchored the recovery work with 20 total returns.
Objective ledger for the match: 88 grabs, 13 pickups, 34 captures, 29 solos, 0 assists, 63 flag kills, 0 covers, 0 seals, 52 returns, 0 mid returns, 0 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 0% accuracy and 33 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.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| R0SEFB | 280 | 97 | 28 | 9 | 0 | - | 3.46 | 72% | 0% | 0:23 |
| pho` | 280 | 86 | 30 | 3 | 0 | 20.3 cm | 2.87 | 72% | 0% | 0:21 |
| Team Total | 560 | 183 | 58 | 12 | 0 | 20.3 cm | 3.16 | 76% | - | 0:45 |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|
| pho` | 6 | 1 | 12 kills | |||
| R0SE | 2 | 1 | 1 | 1 | 9 kills | |
| -uh.StarzZz`- | 2 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| - | R0SE | Attacker | 23 | 16 | 0 | 13 | 20 | 0/- | 1608 | 4 | 0 | 0 | 0 | 18 | 0 | 1708 |
| - | pho` | Attacker | 23 | 15 | 0 | 13 | 23 | 0/- | 1492 | 3 | 0 | 0 | 0 | 20 | 0 | 1629 |
| - | -uh.StarzZz`- | Attacker | 25 | 3 | 0 | 3 | 11 | 0/- | 300 | 3 | 0 | 0 | 0 | 7 | 0 | 356 |
| - | {Rocket_Mage}` | Attacker | 17 | 0 | 0 | 0 | 9 | 0/- | 0 | 3 | 0 | 0 | 0 | 7 | 0 | 96 |
CTF objective progression by player across this match.
Winning team players are shown with brighter, thicker solid lines. Normal kills and headshots are hidden here; larger coloured dots mark CTF flag events such as grabs, captures, returns, assists, covers, seals, and flag carrier kills.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 21 | 42 | 149 | 4 | Unstable spikes | |
| {Rocket_Mage}` | - | - | - | 38 | 49 | 107 | 2 | Occasional lag spikes | |
| pho` | 25000 | 400 | 280Hz | 47 | 48 | 49 | 0 | Good connection | |
| R0SE | - | - | - | 283 | 289 | 380 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Attacker | You had a huge game and played well above your usual level at 3.85x. Your attacking play was strong, especially because you turned 23 grabs into 15 caps and 13 solos. 3 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| R0SE | Godlike | Attacker | You had a huge game and played well above your usual level at 1.70x. Very strong flag running: you made 23 grabs count with 16 caps and 13 solos. 9 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |
| -uh.StarzZz`- | Stable | Attacker | You were close to your usual level at 1.02x, with room to turn steady play into a bigger influence. You gave the enemy defence problems and backed it up with 3 caps and 3 solos from 25 grabs. 4 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |
| {Rocket_Mage}` | Feeding | Attacker | You had a rough game at 0.17x, so I think your goal should be to simplify and rebuild from safer plays. 17 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. 5 suicides hurt the overall impact, so safer exits and fewer panic deaths would make the same work score much better. Next focus: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |