Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Sept 2026, 23:04
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 386 | 112 | 98 | 0 | 208 | 20.3 cm | 1.14 | 53% | 54% | 0:06 | |
| 324 | 98 | 92 | 0 | 337 | 19.6 cm | 1.07 | 52% | 31% | 0:07 | |
| Team Total | 710 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 61 | ||
| 74 | ||
| 24 |
| Killer | Victim | |
|---|---|---|
| 63 | ||
| 70 | ||
| 35 | ||
| 22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 11 | 1 | 2 | 5 kills | |||
| 17 | 2 | 2 | 1 | 5 kills | |||
| 23 | 3 | 2 | 4 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 14-10 in favour of Red Team.
The opening breakthrough came at 0:23 when tono scored for Red Team. Red Team created more scoring chances, converting 14 of the 24 captures. The scoring pattern stayed relatively stable once the first lead was established. 18 captures were completed solo.
The final capture arrived at 10:55, with ROSE finishing for Blue Team on a solo run. That score set the closing shape of the match at 14-10.
tono stood out as the main objective influence with 30 grabs, 6 captures, 4 returns, and an MVP score of 1368. -uh.StarzZz`- made the biggest clutch contribution, recording 6 close-save returns.
Objective ledger for the match: 85 grabs, 27 pickups, 24 captures, 14 solos, 6 assists, 88 flag kills, 35 covers, 0 seals, 61 returns, 47 mid returns, 14 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 54% accuracy and 112 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: -uh.StarzZz`- produced 6 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.
| 210 |
| 190 |
| 0 |
| 545 |
| 19.9 cm |
| 1.11 |
| 53% |
| 39% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 384 | 133 | 125 | 0 | 322 | 13.5 cm | 1.06 | 52% | 43% | 0:05 | |
| 283 | 57 | 85 | 0 | 234 | - | 0.67 | 40% | 24% | 0:07 | |
| Team Total | 667 | 190 | 210 | 0 | 556 | 13.5 cm | 0.90 | 48% | 35% | 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.
| 7 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 1 | 1 | 15 kills | ||||
| 2 | 9 kills | |||||
| 3 | 7 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 | 6 | 5 | 6 | 9 | 0/- | 1118 | 4 | 14 | 3 | 0 | 4 | 2 | 1368 | |
| -🇬🇧 | Attacker | 13 | 3 | 0 | 2 | 33 | 0/- | 272 | 8 | 7 | 18 | 0 | 23 | 6 | 1301 | |
| -- | Attacker | 23 | 7 | 1 | 4 | 18 | 0/- | 728 | 3 | 2 | 10 | 0 | 12 | 1 | 1227 | |
| -🇬🇧 | Attacker | 19 | 8 | 0 | 2 | 28 | 0/- | 282 | 12 | 12 | 16 | 0 | 22 | 5 | 1079 |
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 | 250 | 144Hz | 74 | 78 | 83 | 0 | Minor variation | ||
| 25000 | 400 | 280Hz | 15 | 15 | 16 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 25000 | 260 | 0Hz | 271 | 272 | 274 | 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 2.54x. You looked dangerous whenever you got the flag, and 13 grabs led to 3 caps and 2 solos. Aim was a real positive at 43% accuracy, so keep taking fights where that strength matters. 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 2.54x. Your attacking runs had purpose, with 19 grabs leading to 8 caps and 2 solos. Aim was a real positive at 54% 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. | |
| Stable | Attacker | You played around your normal level at 1.03x, so your focus should be small improvements rather than a full reset. You were dangerous with the flag: 30 grabs led to 6 caps and 6 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Struggling | Attacker | You dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. You were dangerous with the flag: 23 grabs led to 7 caps and 4 solos. I think survival was your main issue: 57-85 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. |