Unreal HeavenThe home of 2v2 and 3v3 iCTF17 Oct 2025, 18:34
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 283 | 120 | 98 | 0 | 362 | - | 1.22 | 55% | 33% | 0:13 | |
| 212 | 66 | 95 | 0 | 264 | - | 0.69 | 41% | 25% | 0:07 | |
| Team Total |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 20 | 2 | 1 | 4 kills | ||||
| 14 | 5 | 3 kills | |||||
| 18 | 5 | 4 | 4 kills | ||||
Loading player feedback...
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 4-8 in favour of Blue Team.
The opening breakthrough came at 0:55 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 8 of the 12 captures. Momentum changed hands 2 times as the scoreline developed. 9 captures were completed solo.
Blue 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 10:22, with _-=Pr3dazZz=- finishing for Blue Team on a solo run. That score set the closing shape of the match at 4-8.
-uh.StarzZz`- stood out as the main objective influence with 13 grabs, 3 captures, 11 returns, and an MVP score of 984. -uh.StarzZz`- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 54 grabs, 42 pickups, 12 captures, 6 solos, 3 assists, 84 flag kills, 34 covers, 0 seals, 41 returns, 27 mid returns, 14 clutch returns, and 0 cherry picks.
_-=Pr3dazZz=- supplied the sharpest shooting numbers, finishing with 35% accuracy and 105 kills.
Banter read: -uh.StarzZz`- had the kind of objective influence that makes the losing team start reviewing every route choice.
Clutch desk: -uh.StarzZz`- produced 5 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.
| 495 |
| 186 |
| 193 |
| 0 |
| 626 |
| - |
| 0.96 |
| 49% |
| 30% |
| 0:21 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 313 | 105 | 85 | 0 | 300 | 36.0 cm | 1.24 | 55% | 35% | 0:08 | |
| 294 | 88 | 101 | 0 | 260 | 13.5 cm | 0.87 | 47% | 34% | 0:06 | |
| Team Total | 607 | 193 | 186 | 0 | 560 | 24.7 cm | 1.04 | 51% | 35% | 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.
| 7 |
| 3 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 2 | 1 | 13 kills | ||||
| 1 | 7 kills | |||||
| 1 | 6 kills | |||||
| 1 | 6 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 | 13 | 3 | 1 | 2 | 21 | 0/- | 387 | 9 | 14 | 7 | 0 | 11 | 5 | 984 | |
| -🇬🇧 | Attacker | 14 | 5 | 0 | 2 | 21 | 0/- | 413 | 14 | 11 | 8 | 0 | 11 | 2 | 961 | |
| -🇬🇧 | Attacker | 13 | 1 | 1 | 0 | 22 | 0/- | 149 | 5 | 8 | 5 | 0 | 11 | 5 | 684 | |
| -🇳🇱 | Attacker | 14 | 3 | 1 | 2 | 20 | 0/- | 251 | 14 | 1 | 7 | 0 | 8 | 2 | 589 |
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 | - | - | 23 | 27 | 33 | 0 | Bumpy connection | ||
| 30000 | - | - | 21 | 21 | 21 | 0 | Good connection | ||
| 30000 | 238 | 238Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 9 | 10 | 12 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Godlike | Attacker | You were one of the players who shaped this match, finishing at 1.83x. You were dangerous with the flag: 14 grabs led to 5 caps and 2 solos. 55% efficiency shows the fight selection was generally good. 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 1.74x. Your flag work was one of your best areas, with 13 grabs producing 3 caps and 2 solos. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 1.53x. You looked dangerous whenever you got the flag, and 13 grabs led to 1 cap. 55% efficiency shows the fight selection was generally good. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | Great game, this was a really strong performance from you at 1.40x. Your attacking runs had purpose, with 14 grabs leading to 3 caps and 2 solos. I think survival was your main issue: 66-95 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. |