Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Feb 2026, 13:24
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 324 | 136 | 105 | 0 | 274 | 20.3 cm | 1.30 | 56% | 53% | 0:06 | |
| 305 | 128 | 109 | 0 | 319 | 36.0 cm | 1.17 | 54% | 41% | 0:06 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 27 | 10 | 2 | 5 kills | ||||
| 20 | 8 | 3 | 1 | 5 kills | |||
| 20 | 7 | 3 | 2 | 5 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 10-4 in favour of Red Team.
The opening breakthrough came at 0:15 when pho` scored for Red Team. Red Team created more scoring chances, converting 10 of the 14 captures. The scoring pattern stayed relatively stable once the first lead was established. 8 captures were completed solo.
The final capture arrived at 10:07, with pho` finishing for Red Team. That score set the closing shape of the match at 10-4.
pho` stood out as the main objective influence with 25 grabs, 6 captures, 9 returns, and an MVP score of 1057. _-=Pr3dazZz=- made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 64 grabs, 30 pickups, 14 captures, 5 solos, 6 assists, 80 flag kills, 23 covers, 0 seals, 50 returns, 41 mid returns, 9 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 53% accuracy and 136 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 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.
| Team Total |
| 629 |
| 264 |
| 214 |
| 0 |
| 593 |
| 28.1 cm |
| 1.23 |
| 55% |
| 46% |
| 0:12 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 295 | 130 | 124 | 0 | 328 | 13.5 cm | 1.05 | 51% | 44% | 0:05 | |
| 235 | 84 | 140 | 0 | 258 | 58.3 cm | 0.60 | 38% | 33% | 0:04 | |
| Team Total | 530 | 214 | 264 | 0 | 586 | 35.9 cm | 0.81 | 45% | 39% | 0:10 |
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.
| 16 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 3 | 7 kills | |||||
| 3 | 6 kills | |||||
| 1 | 5 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 | 6 | 1 | 3 | 16 | 0/- | 585 | 6 | 10 | 8 | 0 | 9 | 1 | 1057 | |
| -🇬🇧 | Attacker | 15 | 4 | 3 | 1 | 18 | 0/- | 415 | 10 | 9 | 7 | 0 | 11 | 4 | 1016 | |
| -🇬🇧 | Attacker | 4 | 2 | 0 | 0 | 21 | 0/- | 200 | 9 | 1 | 18 | 0 | 19 | 2 | 736 | |
| -🇬🇧 |
| Attacker |
| 20 |
| 2 |
| 2 |
| 1 |
| 25 |
| 0/- |
| 200 |
| 5 |
| 3 |
| 8 |
| 0 |
| 11 |
| 2 |
| 704 |
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 | 498 | 498Hz | 11 | 12 | 13 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 25 | 26 | 29 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 10 | 11 | 11 | 0 | Good connection | ||
| 30000 | - | - | 18 | 20 | 21 | 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 put together a top-level game here and finished at 1.81x. Your grabs and running were a real strength, with 15 grabs turning into 4 caps and 1 solo. Aim was a real positive at 41% accuracy, so keep taking fights where that strength matters. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You should be happy with this one; your performance was well above your usual level at 1.79x. Very strong flag running: you made 25 grabs count with 6 caps and 3 solos. You fought efficiently: 136-105 with a 1.30 K/D, and I think you played your role in the team well. 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 1.47x. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 20 grabs. 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 played a really good game here and your 1.33x rating shows it. You looked dangerous whenever you got the flag, and 4 grabs led to 2 caps. I think survival was your main issue: 84-140 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. |