Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Jul 2026, 15:48
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 465 | 155 | 83 | 0 | 297 | 20.3 cm | 1.87 | 65% | 52% | 0:07 | |
| 209 | 77 | 92 | 0 | 262 | - | 0.84 | 46% | 29% | 0:07 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 85 | ||
| 70 | ||
| 36 | ||
| 41 |
| Killer | Victim | |
|---|---|---|
| 42 | ||
| 61 | ||
| 41 | ||
| 31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 12 | 4 | 1 | 5 kills | |||
| 7 | 5 | 1 | 4 kills | ||||
| 15 | 5 | 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 10-3 in favour of Red Team.
The opening breakthrough came at 0:43 when O2 scored for Red Team. Red Team created more scoring chances, converting 10 of the 13 captures. Momentum changed hands 2 times as the scoreline developed. 9 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 10:30, with pho` finishing for Red Team. That score set the closing shape of the match at 10-3.
pho` stood out as the main objective influence with 25 grabs, 9 captures, 21 returns, and an MVP score of 1417. Stealth made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 75 grabs, 27 pickups, 13 captures, 7 solos, 4 assists, 89 flag kills, 33 covers, 0 seals, 61 returns, 51 mid returns, 10 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 52% accuracy and 155 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: Stealth produced 4 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.
| 674 |
| 232 |
| 175 |
| 0 |
| 559 |
| 20.3 cm |
| 1.33 |
| 57% |
| 42% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 282 | 103 | 121 | 0 | 280 | 58.3 cm | 0.85 | 46% | 37% | 0:05 | |
| 229 | 72 | 111 | 0 | 249 | 82.4 cm | 0.65 | 39% | 29% | 0:05 | |
| Team Total | 511 | 175 | 232 | 0 | 529 | 70.4 cm | 0.75 | 43% | 33% | 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.
| 11 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 1 | 10 kills | ||||
| 1 | 5 kills | |||||
| 4 kills | ||||||
| 3 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 | 25 | 9 | 1 | 5 | 32 | 0/- | 657 | 9 | 16 | 18 | 0 | 21 | 1 | 1417 | |
| -🇬🇧 | Attacker | 20 | 2 | 0 | 1 | 24 | 0/- | 167 | 4 | 1 | 17 | 0 | 21 | 3 | 840 | |
| -🇫🇷 | Attacker | 20 | 1 | 3 | 0 | 12 | 0/- | 343 | 1 | 13 | 5 | 0 | 5 | 2 | 687 | |
| -🇵🇹 |
| Attacker |
| 10 |
| 1 |
| 0 |
| 1 |
| 21 |
| 0/- |
| 133 |
| 13 |
| 3 |
| 11 |
| 0 |
| 14 |
| 4 |
| 671 |
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 | 22 | 22 | 23 | 0 | Good connection | ||
| 25000 | 120 | 60Hz | 25 | 28 | 39 | 1 | Occasional lag spikes | ||
| 30000 | - | - | 22 | 22 | 23 | 0 | Good connection | ||
| 30000 | - | - | 47 | 48 | 48 | 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 2.57x. You looked dangerous whenever you got the flag, and 25 grabs led to 9 caps and 5 solos. You fought efficiently: 155-83 with a 1.87 K/D, and I think you played your role in the team well. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.65x. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 20 grabs. You did make some good returns, and those stops helped your team stay in the game. 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 1.50x. Your attacking play was strong, especially because you turned 20 grabs into 1 cap. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. 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 | I think this was one of your stronger performances, coming in at 1.48x. You were dangerous with the flag: 10 grabs led to 1 cap and 1 solo. I think survival was your main issue: 72-111 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. |