Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Oct 2026, 23:04
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 369 | 109 | 89 | 0 | 239 | 20.3 cm | 1.22 | 55% | 46% | 0:07 | |
| 276 | 101 | 79 | 0 | 275 | 36.0 cm | 1.28 | 56% | 40% | 0:08 | |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 44 | ||
| 65 | ||
| 60 | ||
| 41 |
| Killer | Victim | |
|---|---|---|
| 50 | ||
| 55 | ||
| 39 | ||
| 24 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 11 | 8 | 3 | 4 kills | ||||
| 20 | 4 | 2 | 5 kills | ||||
| 11 | 5 | 3 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A decisive game of 2v2 Normal Weapons CTF took place on CTF-ThornsV2_Small between Red and Blue Team, ending 12-9 in favour of Red Team.
The opening breakthrough came at 1:46 when _-=Pr3dazZz=- scored for Red Team. Red Team created more scoring chances, converting 12 of the 21 captures. The scoring pattern stayed relatively stable once the first lead was established. 16 captures were completed solo.
The final capture arrived at 10:46, with ROSE finishing for Blue Team. That score set the closing shape of the match at 12-9.
pho` stood out as the main objective influence with 23 grabs, 7 captures, 13 returns, and an MVP score of 1321. newut made the biggest clutch contribution, recording 5 close-save returns.
Objective ledger for the match: 73 grabs, 21 pickups, 21 captures, 11 solos, 5 assists, 72 flag kills, 26 covers, 0 seals, 51 returns, 40 mid returns, 11 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 46% accuracy and 109 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: newut produced 5 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.
| 645 |
| 210 |
| 168 |
| 0 |
| 514 |
| 28.1 cm |
| 1.25 |
| 56% |
| 43% |
| 0:15 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 298 | 105 | 104 | 0 | 298 | - | 1.01 | 50% | 36% | 0:06 | |
| 251 | 63 | 106 | 0 | 226 | - | 0.59 | 37% | 29% | 0:06 | |
| Team Total | 549 | 168 | 210 | 0 | 524 | - | 0.80 | 44% | 33% | 0:12 |
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 |
|---|---|---|---|---|---|---|
| 1 | 7 kills | |||||
| 3 | 6 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 | 23 | 7 | 0 | 5 | 24 | 0/- | 753 | 3 | 10 | 10 | 0 | 13 | 3 | 1321 | |
| -- | Attacker | 16 | 5 | 2 | 1 | 19 | 0/- | 557 | 8 | 0 | 15 | 0 | 16 | 1 | 1069 | |
| -🇺🇸 | Attacker | 13 | 4 | 3 | 1 | 18 | 0/- | 343 | 7 | 1 | 10 | 0 | 15 | 5 | 996 | |
| -🇬🇧 | Attacker | 21 | 5 | 0 | 4 | 11 | 0/- | 447 | 3 | 15 | 5 | 0 | 7 | 2 | 893 |
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 | 498Hz | 13 | 14 | 15 | 0 | Good connection | ||
| 25000 | 400 | 280Hz | 22 | 22 | 23 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 290 | 291 | 294 | 0 | Good connection | ||
| 30000 | 0 | 240Hz | 85 | 89 | 91 | 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 had a huge game and played well above your usual level at 2.95x. Excellent flag running from you: 23 grabs became 7 caps and 5 solos. Aim was a real positive at 46% 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. | |
| Stable | Attacker | I think you had a steady game at 0.96x; one or two stronger moments would lift it nicely. You gave the enemy defence problems and backed it up with 4 caps and 1 solo from 13 grabs. You did make some good returns, and those stops helped your team stay in the game. Next focus: turn pressure into cleaner outcomes by choosing the route before the flag leaves the stand. | |
| Stable | Attacker | I think you had a steady game at 0.91x; one or two stronger moments would lift it nicely. Very strong flag running: you made 21 grabs count with 5 caps and 4 solos. You fought efficiently: 101-79 with a 1.28 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 dipped below your usual level at 0.89x, but I think there are clear areas you can tighten next match. You looked dangerous whenever you got the flag, and 16 grabs led to 5 caps and 1 solo. I think survival was your main issue: 63-106 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. |