Unreal HeavenThe home of 2v2 and 3v3 iCTF31 May 2026, 20:57
CTF-2on2-Thorns (MPG Edition)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 329 | 124 | 65 | 0 | 301 | - | 1.91 | 66% | 53% | 0:10 | |
| 196 | 67 | 73 | 0 | 200 | - | 0.92 | 48% | 34% | 0:08 | |
| Team Total | 525 | 191 | 138 | 0 | 501 | - | 1.38 | 58% | 45% | 0:19 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 72 | ||
| 52 | ||
| 36 | ||
| 31 |
| Killer | Victim | |
|---|---|---|
| 31 | ||
| 38 | ||
| 34 | ||
| 35 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 18 | 7 | 3 | 4 kills | ||||
| 13 | 1 | 3 kills | |||||
| 8 | 1 | 1 | 4 kills | ||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Instagib CTF took place on CTF-2on2-ThornsMPGed between Red and Blue Team, ending 10-2 in favour of Red Team.
The opening breakthrough came at 1:46 when -uh.Pr3DazZz scored for Red Team. Red Team created more scoring chances, converting 10 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:30, with saxon finishing for Red Team. That score set the closing shape of the match at 10-2.
saxon stood out as the main objective influence with 19 grabs, 6 captures, 15 returns, and an MVP score of 1027. saxon made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 54 grabs, 26 pickups, 12 captures, 3 solos, 4 assists, 68 flag kills, 17 covers, 1 seals, 42 returns, 20 mid returns, 3 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 53% accuracy and 124 kills.
Banter read: saxon was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: saxon produced 2 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.
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 185 | 69 | 108 | 0 | 253 | 58.3 cm | 0.64 | 39% | 31% | 0:06 | |
| 178 | 69 | 83 | 0 | 286 | - | 0.83 | 45% | 33% | 0:07 | |
| Team Total | 363 | 138 | 191 | 0 | 539 | 58.3 cm | 0.72 | 42% | 32% | 0:14 |
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 |
| 1 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 7 kills | |||||
| 1 | 5 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 | 19 | 6 | 1 | 0 | 20 | 0/- | 488 | 11 | 8 | 9 | 0 | 15 | 2 | 1027 | |
| -🇬🇧 | Attacker | 14 | 4 | 2 | 2 | 8 | 0/- | 512 | 6 | 6 | 2 | 0 | 4 | 1 | 798 | |
| -🇩🇪 | Attacker | 11 | 0 | 1 | 0 | 20 | 0/- | 99 | 5 | 3 | 5 | 0 | 14 | 0 | 363 | |
| -🇬🇧 | Attacker | 10 | 2 | 0 | 1 | 20 | 0/- | 101 | 4 | 0 | 4 | 0 | 9 | 0 | 344 |
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 | 600 | 500Hz | 10 | 10 | 10 | 0 | Good connection | ||
| 30000 | - | - | 18 | 18 | 19 | 0 | Good connection | ||
| 25000 | 320 | 0Hz | 34 | 38 | 40 | 0 | Bumpy connection | ||
| 30000 | - | - | 23 | 23 | 24 | 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 | This was excellent work from you, with your match rating landing at 2.48x. Your attacking runs had purpose, with 19 grabs leading to 6 caps. You fought efficiently: 124-65 with a 1.91 K/D, and I think you played your role in the team well. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You made a clear difference in this match and finished well above your normal level at 1.59x. Very strong flag running: you made 14 grabs count with 4 caps and 2 solos. You gave your teammates good cover, so keep looking for those moments where your positioning keeps a run alive. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Dominating | Attacker | You gave your team a strong contribution and finished at 1.13x. You kept looking for the flag with 11 grabs; now the aim is cleaner routes and better timing with cover. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: keep attacking, but work with your teammates more and use cover effectively so your runs last longer. | |
| Dominating | Attacker | You had a positive match and your 1.11x rating backs that up. Your grabs and running were a real strength, with 10 grabs turning into 2 caps and 1 solo. I think survival was your main issue: 69-108 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. |