Unreal HeavenThe home of 2v2 and 3v3 iCTF16 May 2026, 19:10
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 270 | 100 | 127 | 0 | 299 | 58.3 cm | 0.79 | 44% | 33% | 0:05 | |
| 237 | 88 | 133 | 0 | 273 | 46.0 cm | 0.66 | 40% | 32% | 0:04 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 57 | ||
| 43 | ||
| 44 | ||
| 44 |
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 80 | ||
| 54 | ||
| 53 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 28 | 6 | 7 | 3 | 5 kills | |||
| 16 | 6 | 1 | 4 kills | ||||
| 7 | 7 | 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 2-7 in favour of Blue Team.
The opening breakthrough came at 1:02 when -uh.Pr3DazZz scored for Blue Team. Blue Team created more scoring chances, converting 7 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:33, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 2-7.
saxon stood out as the main objective influence with 18 grabs, 4 captures, 12 returns, and an MVP score of 932. saxon made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 64 grabs, 33 pickups, 9 captures, 4 solos, 3 assists, 88 flag kills, 24 covers, 0 seals, 54 returns, 42 mid returns, 12 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 40% accuracy and 153 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 33 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: saxon produced 4 close-save returns, also known as deleting someone else's highlight clip.
Blue Team ultimately secured the result through stronger capture conversion and late-game control.
| 507 |
| 188 |
| 260 |
| 0 |
| 572 |
| 52.1 cm |
| 0.72 |
| 42% |
| 33% |
| 0:10 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 359 | 153 | 101 | 0 | 388 | - | 1.51 | 60% | 40% | 0:06 | |
| 253 | 107 | 87 | 0 | 317 | - | 1.23 | 55% | 34% | 0:07 | |
| Team Total | 612 | 260 | 188 | 0 | 705 | - | 1.38 | 58% | 37% | 0:15 |
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.
| 18 |
| 4 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 9 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 | 18 | 4 | 1 | 3 | 27 | 0/- | 319 | 3 | 11 | 8 | 0 | 12 | 4 | 932 | |
| -🇬🇧 | Attacker | 22 | 3 | 1 | 1 | 14 | 0/- | 381 | 11 | 5 | 6 | 0 | 9 | 3 | 856 | |
| -🇩🇪 | Attacker | 16 | 1 | 1 | 0 | 23 | 0/- | 150 | 17 | 0 | 15 | 0 | 18 | 2 | 725 | |
| -🇬🇧 |
| Attacker |
| 8 |
| 1 |
| 0 |
| 0 |
| 24 |
| 0/- |
| 50 |
| 2 |
| 8 |
| 13 |
| 0 |
| 15 |
| 3 |
| 588 |
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 | 23 | 24 | 27 | 0 | Sawtooth variation | ||
| 30000 | - | - | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | - | - | 18 | 18 | 18 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 11 | 11 | 11 | 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 had a huge game and played well above your usual level at 2.44x. You carried real threat on attack, turning 18 grabs into 4 caps and 3 solos. You fought efficiently: 153-101 with a 1.51 K/D, and I think you played your role in the team well. 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 | This was excellent work from you, with your match rating landing at 1.65x. Your attacking play was strong, especially because you turned 22 grabs into 3 caps and 1 solo. 55% efficiency shows the fight selection was generally good. 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 | This was excellent work from you, with your match rating landing at 1.46x. Very strong flag running: you made 8 grabs count with 1 cap. I think survival was your main issue: 100-127 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. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.41x. You were dangerous with the flag: 16 grabs led to 1 cap. I think survival was your main issue: 88-133 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. |