Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Nov 2025, 20:03
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 354 | 113 | 121 | 0 | 283 | 13.5 cm | 0.93 | 48% | 41% | 0:05 | |
| 239 | 107 | 110 | 0 | 303 | - | 0.97 | 49% | 35% | 0:05 | |
| Team Total | 593 | 220 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 51 | ||
| 62 | ||
| 54 | ||
| 53 |
| Killer | Victim | |
|---|---|---|
| 70 | ||
| 58 | ||
| 51 | ||
| 52 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 13 | 9 | 1 | 2 | 5 kills | |||
| 18 | 7 | 5 | 1 | 5 kills | |||
| 10 | 6 | 3 | 2 | 5 kills | |||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Instagib CTF took place on CTF-ThornsV2_Small between Red and Blue Team, ending 4-5 in favour of Blue Team.
The opening breakthrough came at 0:42 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 5 of the 9 captures. The scoring pattern stayed relatively stable once the first lead was established. 4 captures were completed solo.
The final capture arrived at 7:52, with -uh.StarzZz`- finishing for Red Team on a solo run. That score set the closing shape of the match at 4-5.
-uh.StarzZz`- stood out as the main objective influence with 18 grabs, 4 captures, 20 returns, and an MVP score of 1017. _-=Pr3dazZz=- made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 74 grabs, 43 pickups, 9 captures, 2 solos, 5 assists, 107 flag kills, 35 covers, 0 seals, 63 returns, 51 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 44% accuracy and 128 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: _-=Pr3dazZz=- 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.
| 231 |
| 0 |
| 586 |
| 13.5 cm |
| 0.95 |
| 49% |
| 38% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 376 | 128 | 105 | 0 | 296 | 20.3 cm | 1.22 | 55% | 44% | 0:06 | |
| 273 | 103 | 115 | 0 | 314 | 36.0 cm | 0.90 | 47% | 33% | 0:05 | |
| Team Total | 649 | 231 | 220 | 0 | 610 | 28.1 cm | 1.05 | 51% | 38% | 0:12 |
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.
| 13 |
| 8 |
| 6 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 6 kills | |||||
| 1 | 5 kills | |||||
| 2 | 5 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 | 18 | 4 | 0 | 2 | 34 | 0/- | 361 | 14 | 6 | 17 | 0 | 20 | 2 | 1017 | |
| -🇬🇧 | Attacker | 20 | 2 | 3 | 0 | 35 | 0/- | 285 | 13 | 11 | 15 | 0 | 21 | 2 | 949 | |
| -🇬🇧 | Attacker | 16 | 3 | 1 | 0 | 15 | 0/- | 215 | 14 | 13 | 11 | 0 | 12 | 5 | 861 | |
| -🇬🇧 | Attacker | 20 | 0 | 1 | 0 | 23 | 0/- | 39 | 2 | 5 | 8 | 0 | 10 | 3 | 536 |
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 | 238 | 238Hz | 12 | 15 | 20 | 0 | Sawtooth variation | ||
| 30000 | - | - | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 498 | 498Hz | 7 | 9 | 11 | 0 | Sawtooth variation | ||
| 25000 | 400 | 280Hz | 13 | 14 | 15 | 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 put together a top-level game here and finished at 1.89x. Your attacking runs had purpose, with 18 grabs leading to 4 caps and 2 solos. Aim was a real positive at 41% 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 1.83x. Your flag work was one of your best areas, with 20 grabs producing 2 caps. Aim was a real positive at 44% 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 made a clear difference in this match and finished well above your normal level at 1.54x. You were dangerous with the flag: 16 grabs led to 3 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. 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 | Good game from you, with your performance coming in above normal at 1.22x. You were active on attack with 20 grabs; I think your next step is turning more of those into safe runs. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: try to make each grab either pull defenders out of position, create a pickup chance, or become a real cap threat. |