Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Dec 2025, 20:04
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 407 | 140 | 85 | 0 | 323 | 13.5 cm | 1.65 | 62% | 44% | 0:07 | |
| 330 | 73 | 103 | 0 | 265 | 58.3 cm | 0.71 | 41% | 28% | 0:06 | |
| 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 |
|---|---|---|---|---|---|---|---|
| 29 | 7 | 3 | 2 | 5 kills | |||
| 10 | 5 | 3 | 4 kills | ||||
| 18 | 1 | 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 11-1 in favour of Red Team.
The opening breakthrough came at 0:57 when Broken_Soul scored for Red Team. Red Team created more scoring chances, converting 11 of the 12 captures. The scoring pattern stayed relatively stable once the first lead was established. 6 captures were completed solo.
The final capture arrived at 10:45, with Broken_Soul finishing for Red Team. That score set the closing shape of the match at 11-1.
Broken_Soul stood out as the main objective influence with 18 grabs, 5 captures, 18 returns, and an MVP score of 1209. -uh.StarzZz`- made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 78 grabs, 23 pickups, 12 captures, 5 solos, 6 assists, 87 flag kills, 29 covers, 0 seals, 64 returns, 48 mid returns, 16 clutch returns, and 0 cherry picks.
-uh.StarzZz`- supplied the sharpest shooting numbers, finishing with 44% accuracy and 140 kills.
Banter read: Broken_Soul was the main CTF problem, turning useful moments into scoreboard paperwork.
Clutch desk: -uh.StarzZz`- produced 7 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.
| 737 |
| 213 |
| 188 |
| 0 |
| 588 |
| 35.9 cm |
| 1.13 |
| 53% |
| 36% |
| 0:14 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 259 | 101 | 114 | 0 | 279 | 36.0 cm | 0.89 | 47% | 36% | 0:05 | |
| 188 | 87 | 99 | 0 | 271 | - | 0.88 | 47% | 32% | 0:06 | |
| Team Total | 447 | 188 | 213 | 0 | 550 | 36.0 cm | 0.88 | 47% | 34% | 0:13 |
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.
| 12 |
| 2 |
| 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 1 | 11 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 | 18 | 5 | 4 | 2 | 21 | 0/- | 690 | 9 | 3 | 14 | 0 | 18 | 5 | 1209 | |
| -🇬🇧 | Attacker | 21 | 6 | 2 | 2 | 24 | 0/- | 410 | 6 | 18 | 11 | 0 | 19 | 7 | 1193 | |
| -🇬🇧 | Attacker | 18 | 1 | 0 | 1 | 25 | 0/- | 100 | 4 | 3 | 14 | 0 | 16 | 3 | 637 | |
| -🇳🇱 |
| Attacker |
| 21 |
| 0 |
| 0 |
| 0 |
| 17 |
| 0/- |
| 0 |
| 4 |
| 5 |
| 9 |
| 0 |
| 11 |
| 1 |
| 409 |
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 | 13 | 15 | 0 | Minor variation | ||
| 30000 | - | - | 19 | 20 | 21 | 0 | Good connection | ||
| 25000 | 999 | 0Hz | 15 | 17 | 18 | 0 | Minor variation | ||
| 30000 | 498 | 498Hz | 8 | 10 | 11 | 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 2.26x. Your flag work was one of your best areas, with 21 grabs producing 6 caps and 2 solos. You fought efficiently: 140-85 with a 1.65 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 | Well played, this was a fantastic performance at 2.06x. You carried real threat on attack, turning 18 grabs into 5 caps and 2 solos. I think survival was your main issue: 73-103 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. | |
| Godlike | Attacker | You played a really good game here and your 1.35x rating shows it. You ran the flag well and gave your team end product: 1 cap and 1 solo from 18 grabs. 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. | |
| Stable | Attacker | I think you had a steady game at 1.00x; one or two stronger moments would lift it nicely. You were active on attack with 21 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: make the grab useful even if it does not cap, by dragging defenders away or handing off cleanly. |