Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Sept 2025, 13:49
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 296 | 133 | 117 | 0 | 314 | 20.3 cm | 1.14 | 53% | 42% | 0:05 | |
| 147 | 53 | 127 | 0 | 220 | 58.3 cm | 0.42 | 29% | 25% | 0:05 | |
| Team Total | 443 | 186 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 66 | ||
| 67 | ||
| 27 | ||
| 26 |
| Killer | Victim | |
|---|---|---|
| 60 | ||
| 75 | ||
| 57 | ||
| 52 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 23 | 5 | 3 | 2 | 5 kills | |||
| 15 | 6 | 3 | 1 | 5 kills | |||
| 19 | 8 | 3 | 4 kills | ||||
Loading player feedback...
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 3-23 in favour of Blue Team.
The opening breakthrough came at 0:08 when -uh.StarzZz`- scored for Blue Team. Blue Team created more scoring chances, converting 23 of the 26 captures. The scoring pattern stayed relatively stable once the first lead was established. 17 captures were completed solo.
The final capture arrived at 10:38, with -cide- finishing for Blue Team on a solo run. That score set the closing shape of the match at 3-23.
-uh.StarzZz`- stood out as the main objective influence with 28 grabs, 11 captures, 14 returns, and an MVP score of 1785. Broken_Soul made the biggest clutch contribution, recording 4 close-save returns.
Objective ledger for the match: 87 grabs, 23 pickups, 26 captures, 16 solos, 9 assists, 84 flag kills, 23 covers, 0 seals, 60 returns, 53 mid returns, 7 clutch returns, and 0 cherry picks.
-cide- supplied the sharpest shooting numbers, finishing with 44% accuracy and 135 kills.
Community desk: -cide- triggered the UH Equinox file again, so imaslut is back in the match notes. 29 flag touches and 0 cherries means the cherry-picking bellend allegations remain extremely alive.
Clutch desk: Broken_Soul produced 4 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.
| 244 |
| 0 |
| 534 |
| 39.3 cm |
| 0.76 |
| 43% |
| 35% |
| 0:11 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 483 | 135 | 93 | 0 | 305 | 46.0 cm | 1.45 | 59% | 44% | 0:07 | |
| 389 | 109 | 93 | 1 | 288 | 13.5 cm | 1.17 | 54% | 38% | 0:07 | |
| Team Total | 872 | 244 | 186 | 1 | 593 | 29.7 cm | 1.31 | 57% | 41% | 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.
| 5 |
| 1 |
| 1 |
| 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 4 | 9 kills | |||||
| 3 | 7 kills | |||||
| 3 | 5 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 | 28 | 11 | 7 | 9 | 16 | 0/- | 1378 | 5 | 9 | 13 | 0 | 14 | 1 | 1785 | |
| -🇩🇪 | Attacker | 16 | 12 | 2 | 5 | 29 | 0/- | 922 | 13 | 11 | 24 | 0 | 26 | 2 | 1709 | |
| -🇬🇧 | Attacker | 26 | 3 | 0 | 2 | 28 | 0/- | 300 | 2 | 1 | 12 | 0 | 14 | 0 | 739 | |
| -🇬🇧 | Attacker | 17 | 0 | 0 | 0 | 11 | 0/- | 0 | 3 | 2 | 4 | 0 | 6 | 4 | 377 |
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 | - | - | 12 | 13 | 14 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 238 | 238Hz | 12 | 14 | 15 | 0 | Minor variation | ||
| 30000 | 360 | 240Hz | 27 | 28 | 32 | 0 | Bumpy 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 2.72x rating shows it. You carried real threat on attack, turning 16 grabs into 12 caps and 5 solos. You fought efficiently: 135-93 with a 1.45 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 should be happy with this one; your performance was well above your usual level at 2.42x. You were dangerous with the flag: 28 grabs led to 11 caps and 9 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 1.32x rating shows it. Very strong flag running: you made 26 grabs count with 3 caps and 2 solos. Aim was a real positive at 42% 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. | |
| Feeding | Attacker | You had a rough game at 0.66x, so I think your goal should be to simplify and rebuild from safer plays. Your flag pressure was good with 17 grabs, and working closer with your team would make those grabs more dangerous. I think survival was your main issue: 53-127 means you died too often before you could put enough pressure on the enemy or help your team objective. Next focus: before grabbing, know whether the play is a solo route, a pickup, or a reset-for-pressure move. |