Unreal HeavenThe home of 2v2 and 3v3 iCTF28 May 2026, 12:48
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 244 | 118 | 113 | 0 | 315 | 20.3 cm | 1.04 | 51% | 37% | 0:06 | |
| 219 | 105 | 132 | 0 | 288 | - | 0.80 | 44% | 38% | 0:05 | |
| Team Total | 463 | 223 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 59 | ||
| 59 | ||
| 57 | ||
| 48 |
| Killer | Victim | |
|---|---|---|
| 58 | ||
| 92 | ||
| 55 | ||
| 40 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 24 | 12 | 4 | 2 | 5 kills | |||
| 15 | 10 | 4 | 4 kills | ||||
| 17 | 7 | 2 | 1 | 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 6-8 in favour of Blue Team.
The opening breakthrough came at 2:13 when pho` scored for Red Team. Blue Team created more scoring chances, converting 8 of the 14 captures. Momentum changed hands 1 time as the scoreline developed. 8 captures were completed solo.
Blue 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 10:38, with -uh.Pr3DazZz finishing for Red Team on a solo run. That score set the closing shape of the match at 6-8.
saxon stood out as the main objective influence with 14 grabs, 5 captures, 10 returns, and an MVP score of 878. saxon made the biggest clutch contribution, recording 2 close-save returns.
Objective ledger for the match: 53 grabs, 18 pickups, 14 captures, 5 solos, 6 assists, 57 flag kills, 24 covers, 0 seals, 39 returns, 34 mid returns, 5 clutch returns, and 0 cherry picks.
saxon supplied the sharpest shooting numbers, finishing with 52% accuracy and 150 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: saxon produced 2 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.
| 245 |
| 0 |
| 603 |
| 20.3 cm |
| 0.91 |
| 48% |
| 38% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 295 | 150 | 116 | 0 | 286 | - | 1.29 | 56% | 52% | 0:06 | |
| 251 | 95 | 107 | 0 | 274 | 58.3 cm | 0.89 | 47% | 35% | 0:06 | |
| Team Total | 546 | 245 | 223 | 0 | 560 | 58.3 cm | 1.10 | 52% | 44% | 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 |
| 6 |
| 2 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 8 kills | |||||
| 1 | 7 kills | |||||
| 2 | 6 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 | 14 | 5 | 2 | 3 | 16 | 0/- | 374 | 2 | 5 | 8 | 0 | 10 | 2 | 878 | |
| -🇬🇧 | Attacker | 12 | 3 | 2 | 0 | 15 | 0/- | 426 | 6 | 7 | 10 | 0 | 11 | 1 | 874 | |
| -🇬🇧 | Attacker | 17 | 5 | 0 | 2 | 13 | 0/- | 305 | 8 | 4 | 9 | 0 | 9 | 1 | 705 | |
| -🇬🇧 |
| Attacker |
| 10 |
| 1 |
| 2 |
| 0 |
| 13 |
| 0/- |
| 295 |
| 2 |
| 8 |
| 7 |
| 0 |
| 9 |
| 1 |
| 651 |
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 | - | - | 18 | 19 | 19 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 21 | 22 | 23 | 0 | Good connection | ||
| 25000 | 600 | 500Hz | 21 | 21 | 22 | 0 | Good connection | ||
| 30000 | 600 | 500Hz | 10 | 11 | 12 | 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 played a really good game here and your 2.13x rating shows it. You gave the enemy defence problems and backed it up with 5 caps and 3 solos from 14 grabs. You fought efficiently: 150-116 with a 1.29 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 | This was excellent work from you, with your match rating landing at 1.69x. Your attacking play was strong, especially because you turned 12 grabs into 3 caps. You had some really good returns and gave useful cover, so keep building on that team-first work. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Godlike | Attacker | You had a huge game and played well above your usual level at 1.43x. You looked dangerous whenever you got the flag, and 17 grabs led to 5 caps and 2 solos. 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. | |
| Godlike | Attacker | You played a really good game here and your 1.35x rating shows it. Your attacking play was strong, especially because you turned 10 grabs into 1 cap. I think survival was your main issue: 105-132 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. |