Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Sept 2026, 21:54
CTF-ThornsV2_Small
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 468 | 143 | 107 | 0 | 318 | 20.3 cm | 1.34 | 57% | 45% | 0:06 | |
| 111 | 25 | 95 | 0 | 381 | - | 0.26 | 21% | 7% | 0:06 | |
| Team Total | 579 | 168 | 202 |
Red versus Blue balance for this match only.
Killer and victim pairings by team.
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 70 | ||
| 16 | ||
| 9 |
| Killer | Victim | |
|---|---|---|
| 73 | ||
| 61 | ||
| 34 | ||
| 34 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| 19 | 4 | 5 | 3 | 5 kills | |||
| 16 | 13 | 4 | 2 | 5 kills | |||
| 9 | 3 | 3 kills | |||||
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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 7-8 in favour of Blue Team.
The opening breakthrough came at 0:31 when _-=Pr3dazZz=- scored for Blue Team. Blue Team created more scoring chances, converting 8 of the 15 captures. Momentum changed hands 2 times as the scoreline developed. 9 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 10:23, with ROSE finishing for Blue Team on a solo run. That score set the closing shape of the match at 7-8.
pho` stood out as the main objective influence with 15 grabs, 5 captures, 29 returns, and an MVP score of 1336. pho` made the biggest clutch contribution, recording 7 close-save returns.
Objective ledger for the match: 66 grabs, 20 pickups, 15 captures, 4 solos, 6 assists, 71 flag kills, 24 covers, 0 seals, 51 returns, 38 mid returns, 13 clutch returns, and 0 cherry picks.
pho` supplied the sharpest shooting numbers, finishing with 45% accuracy and 143 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: pho` produced 7 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 |
| 699 |
| 20.3 cm |
| 0.83 |
| 45% |
| 24% |
| 0:13 |
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| 273 | 134 | 89 | 0 | 335 | 36.0 cm | 1.51 | 60% | 41% | 0:07 | |
| 243 | 68 | 79 | 0 | 283 | - | 0.86 | 46% | 28% | 0:08 | |
| Team Total | 516 | 202 | 168 | 0 | 618 | 36.0 cm | 1.20 | 55% | 35% | 0:15 |
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.
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| 7 | 8 kills | |||||
| 4 | 7 kills | |||||
| 3 kills | ||||||
| 2 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 | 15 | 5 | 0 | 1 | 42 | 0/- | 354 | 5 | 11 | 22 | 0 | 29 | 7 | 1336 | |
| -- | Attacker | 30 | 5 | 2 | 2 | 8 | 0/- | 594 | 4 | 1 | 4 | 0 | 7 | 4 | 1002 | |
| -🇬🇧 | Attacker | 9 | 3 | 1 | 0 | 19 | 0/- | 206 | 9 | 10 | 10 | 0 | 13 | 2 | 785 | |
| -🇳🇴 |
| Attacker |
| 12 |
| 2 |
| 3 |
| 1 |
| 2 |
| 0/- |
| 346 |
| 2 |
| 2 |
| 2 |
| 0 |
| 2 |
| 0 |
| 509 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| 25000 | - | - | 43 | 48 | 51 | 0 | Variable ping | ||
| 25000 | 400 | 280Hz | 14 | 15 | 16 | 0 | Good connection | ||
| 30000 | 0 | 498Hz | 13 | 14 | 14 | 0 | Good connection | ||
| 25000 | 0 | 0Hz | 271 | 274 | 277 | 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 had a huge game and played well above your usual level at 3.71x. Your flag work was one of your best areas, with 15 grabs producing 5 caps and 1 solo. You fought efficiently: 143-107 with a 1.34 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. | |
| Stable | Attacker | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. Very strong flag running: you made 30 grabs count with 5 caps and 2 solos. You did make some good returns, and those stops helped your team stay in the game. 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 0.96x; one or two stronger moments would lift it nicely. Your attacking runs had purpose, with 9 grabs leading to 3 caps. You fought efficiently: 134-89 with a 1.51 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. | |
| Feeding | Attacker | This was a hard outing for you at 0.46x; treat it as a reset point, not a verdict on your ability. You gave the enemy defence problems and backed it up with 2 caps and 1 solo from 12 grabs. I think survival was your main issue: 25-95 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. |