Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Oct 2026, 00:44
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 331 | 126 | 94 | 0 | 331 | - | 1.34 | 57% | 38% | 0:07 | |
| 324 | 97 | 91 | 0 | 360 | 19.6 cm | 1.07 | 52% | 27% | 0:07 | |
| Team Total | 655 | 223 | 185 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 12 | 4 | 4 | 3 | 5 kills | |||
| 24 | 6 | 1 | 4 kills | ||||
| 16 | 3 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight game of 2v2 Normal Weapons CTF took place on CTF-ThornsV2_Small between Red and Blue Team, ending 10-11 in favour of Blue Team.
The opening breakthrough came at 0:26 when newut scored for Red Team. Blue Team created more scoring chances, converting 11 of the 21 captures. Momentum changed hands 1 time as the scoreline developed. 14 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 11:53, with pho` finishing for Blue Team on a solo run. That score set the closing shape of the match at 10-11.
pho` stood out as the main objective influence with 19 grabs, 6 captures, 30 returns, and an MVP score of 1421. tono made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 89 grabs, 27 pickups, 21 captures, 13 solos, 7 assists, 95 flag kills, 22 covers, 0 seals, 68 returns, 56 mid returns, 12 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 42% accuracy and 126 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: tono 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.
| 0 |
| 691 |
| 19.6 cm |
| 1.21 |
| 55% |
| 33% |
| 0:16 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 454 | 126 | 122 | 0 | 302 | 20.3 cm | 1.03 | 51% | 42% | 0:05 | |
| 233 | 59 | 101 | 0 | 244 | - | 0.58 | 37% | 25% | 0:07 | |
| Team Total | 687 | 185 | 223 | 0 | 546 | 20.3 cm | 0.83 | 45% | 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.
| 9 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 5 | 8 kills | |||||
| 2 | 6 kills | |||||
| 4 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 | 19 | 6 | 1 | 4 | 46 | 0/- | 405 | 4 | 5 | 25 | 0 | 30 | 3 | 1421 | |
| -🇭🇷 | Attacker | 27 | 5 | 3 | 3 | 20 | 0/- | 515 | 10 | 4 | 12 | 0 | 16 | 5 | 1156 | |
| -🇺🇸 | Attacker | 20 | 5 | 1 | 2 | 20 | 0/- | 485 | 8 | 10 | 12 | 0 | 15 | 2 | 1135 | |
| -- | Attacker | 23 | 5 | 2 | 4 | 9 | 0/- | 695 | 5 | 3 | 7 | 0 | 7 | 2 | 1000 |
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 | 0 | 240Hz | 84 | 86 | 90 | 0 | Minor variation | ||
| 25000 | 250 | 144Hz | 71 | 79 | 85 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 22 | 23 | 24 | 0 | Good connection | ||
| 25000 | 260 | 0Hz | 284 | 286 | 287 | 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 | I think this was one of your stronger performances, coming in at 3.10x. You ran the flag well and gave your team end product: 6 caps and 4 solos from 19 grabs. Aim was a real positive at 42% accuracy, so keep taking fights where that strength matters. 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 0.99x; one or two stronger moments would lift it nicely. Excellent flag running from you: 27 grabs became 5 caps and 3 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. | |
| Stable | Attacker | You were close to your usual level at 0.97x, with room to turn steady play into a bigger influence. Excellent flag running from you: 20 grabs became 5 caps and 2 solos. You fought efficiently: 126-94 with a 1.34 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. | |
| Struggling | Attacker | You were below your usual level at 0.76x, so cleaner decisions and timing will matter most for you. You looked dangerous whenever you got the flag, and 23 grabs led to 5 caps and 4 solos. I think survival was your main issue: 59-101 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. |