Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Jul 2026, 01:16
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 354 | 110 | 102 | 0 | 273 | 46.0 cm | 1.08 | 52% | 40% | 0:06 | |
| 353 | 131 | 121 | 0 | 289 | 20.3 cm | 1.08 | 52% | 47% | 0:05 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 52 | ||
| 58 | ||
| 58 | ||
| 73 |
| Killer | Victim | |
|---|---|---|
| 61 | ||
| 73 | ||
| 41 | ||
| 48 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 10 | 4 | 1 | 5 kills | |||
| 20 | 11 | 2 | 1 | 5 kills | |||
| 15 | 4 | 1 | 1 | 5 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 13-3 in favour of Red Team.
The opening breakthrough came at 0:13 when -cide- scored for Red Team. Red Team created more scoring chances, converting 13 of the 16 captures. The scoring pattern stayed relatively stable once the first lead was established. 9 captures were completed solo.
The final capture arrived at 10:24, with -cide- finishing for Red Team on a solo run. That score set the closing shape of the match at 13-3.
-cide- stood out as the main objective influence with 14 grabs, 10 captures, 10 returns, and an MVP score of 1128. pho` made the biggest clutch contribution, recording 3 close-save returns.
Objective ledger for the match: 54 grabs, 40 pickups, 16 captures, 6 solos, 7 assists, 78 flag kills, 29 covers, 0 seals, 38 returns, 30 mid returns, 8 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 47% accuracy and 131 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: pho` produced 3 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.
| Team Total |
| 707 |
| 241 |
| 223 |
| 0 |
| 562 |
| 33.1 cm |
| 1.08 |
| 52% |
| 44% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 238 | 134 | 110 | 0 | 289 | 13.5 cm | 1.22 | 55% | 47% | 0:05 | |
| 200 | 89 | 131 | 0 | 258 | 58.3 cm | 0.68 | 40% | 34% | 0:05 | |
| Team Total | 438 | 223 | 241 | 0 | 547 | 35.9 cm | 0.93 | 48% | 41% | 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.
| 24 |
| 5 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 9 kills | |||||
| 5 | 6 kills | |||||
| 2 | 6 kills | |||||
| 1 | 5 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 | 14 | 10 | 1 | 4 | 22 | 0/- | 660 | 13 | 5 | 9 | 0 | 10 | 2 | 1128 | |
| -🇬🇧 | Attacker | 13 | 3 | 5 | 1 | 23 | 0/- | 640 | 6 | 15 | 10 | 0 | 14 | 3 | 1123 | |
| -🇬🇧 | Attacker | 18 | 1 | 1 | 1 | 16 | 0/- | 168 | 10 | 4 | 6 | 0 | 7 | 2 | 560 | |
| -🇬🇧 |
| Attacker |
| 9 |
| 2 |
| 0 |
| 0 |
| 17 |
| 0/- |
| 132 |
| 11 |
| 5 |
| 5 |
| 0 |
| 7 |
| 1 |
| 440 |
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 | 360 | 240Hz | 26 | 27 | 28 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 20 | 21 | 21 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 15 | 15 | 16 | 0 | Good connection | ||
| 30000 | - | - | 21 | 22 | 22 | 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 2.24x. You looked dangerous whenever you got the flag, and 14 grabs led to 10 caps and 4 solos. 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.96x. You were dangerous with the flag: 13 grabs led to 3 caps and 1 solo. Aim was a real positive at 47% 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. | |
| Dominating | Attacker | I think you can take confidence from this one; you played above expectation at 1.24x. You were dangerous with the flag: 18 grabs led to 1 cap and 1 solo. 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. | |
| Stable | Attacker | I think you had a steady game at 1.07x; one or two stronger moments would lift it nicely. You looked dangerous whenever you got the flag, and 9 grabs led to 2 caps. I think survival was your main issue: 89-131 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. |