Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Oct 2025, 13:32
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 284 | 119 | 98 | 0 | 251 | 20.3 cm | 1.21 | 55% | 47% | 0:06 | |
| 268 | 120 | 96 | 0 | 335 | - | 1.25 | 56% | 37% | 0:06 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 61 | ||
| 57 | ||
| 63 |
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 53 | ||
| 39 | ||
| 43 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 17 | 5 | 4 | 1 | 5 kills | |||
| 31 | 3 | 1 | 4 kills | ||||
| 20 | 4 | 1 | 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 5-1 in favour of Red Team.
The opening breakthrough came at 3:14 when -cide- scored for Blue Team. Red Team created more scoring chances, converting 5 of the 6 captures. Momentum changed hands 1 time as the scoreline developed. 3 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 8:02, with pho` finishing for Red Team on a solo run. That score set the closing shape of the match at 5-1.
pho` stood out as the main objective influence with 23 grabs, 3 captures, 15 returns, and an MVP score of 844. -cide- made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 72 grabs, 30 pickups, 6 captures, 2 solos, 3 assists, 96 flag kills, 20 covers, 0 seals, 65 returns, 57 mid returns, 8 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 47% accuracy and 119 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 27 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: -cide- produced 2 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.
| 552 |
| 239 |
| 194 |
| 0 |
| 586 |
| 20.3 cm |
| 1.23 |
| 55% |
| 42% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 275 | 112 | 115 | 0 | 317 | 46.0 cm | 0.97 | 49% | 36% | 0:05 | |
| 261 | 82 | 124 | 0 | 286 | 58.3 cm | 0.66 | 40% | 29% | 0:05 | |
| Team Total | 536 | 194 | 239 | 0 | 603 | 52.1 cm | 0.81 | 45% | 32% | 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.
| 8 |
| 4 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 5 kills | |||||
| 4 kills | ||||||
| 4 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 | 23 | 3 | 0 | 0 | 20 | 0/- | 300 | 12 | 4 | 12 | 0 | 15 | 2 | 844 | |
| -🇩🇪 | Attacker | 17 | 1 | 0 | 0 | 29 | 0/- | 74 | 10 | 0 | 17 | 0 | 19 | 2 | 699 | |
| -🇬🇧 | Attacker | 10 | 0 | 1 | 0 | 27 | 0/- | 26 | 4 | 4 | 19 | 0 | 21 | 2 | 667 | |
| -🇬🇧 |
| Attacker |
| 22 |
| 2 |
| 2 |
| 2 |
| 20 |
| 0/- |
| 200 |
| 4 |
| 12 |
| 9 |
| 0 |
| 10 |
| 2 |
| 652 |
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 | 400 | 280Hz | 14 | 14 | 17 | 0 | Minor variation | ||
| 30000 | - | - | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 360 | 240Hz | 24 | 25 | 26 | 0 | Good connection | ||
| 35000 | - | - | 13 | 14 | 17 | 0 | Sawtooth variation |
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 1.63x. You looked dangerous whenever you got the flag, and 22 grabs led to 2 caps and 2 solos. You fought efficiently: 120-96 with a 1.25 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 | This was excellent work from you, with your match rating landing at 1.60x. Your attacking play was strong, especially because you turned 23 grabs into 3 caps. Aim was a real positive at 47% 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 | Well played, this was a fantastic performance at 1.57x. You ran the flag well and gave your team end product: 1 cap from 17 grabs. You did make some good returns, and those stops helped your team stay in the game. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | I think this was one of your stronger performances, coming in at 1.49x. 10 grabs shows you were willing to start attacks, but the value rises when those grabs become pickups, covers, or caps. I think survival was your main issue: 82-124 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. |