Unreal HeavenThe home of 2v2 and 3v3 iCTF23 Jul 2026, 17:46
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dog | 50 | 52 | 12 | 2 | 203 | - | 4.33 | 79% | 33% | 20 | - | 0:46 |
| chosen | 21 | 15 | 8 | 1 | 40 | - | 1.88 | 63% | 28% | 4 | - | 0:34 |
| Stealth | 14 | 13 | 11 | 1 | 52 | 82.4 cm | 1.18 | 52% | 40% | 8 | - | 0:17 |
| mgr_inz_Arti_PL | 8 | 8 | 21 | 0 | 75 | - | 0.38 | 28% | 67% | 0 | - | 0:24 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dog | 7 | 1 | 3 kills | ||||
| chosen | 1 | 2 kills | |||||
| Stealth | 2 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 4 active players recorded in the report.
dog produced the strongest overall performance, finishing with 50 score, 52 kills, and 79% efficiency.
dog led the fragging pace with 52 kills.
mgr_inz_Arti_PL posted the best accuracy at 67%.
Banter read: dog was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
mgr_inz_Arti_PL hit 67% accuracy, which is exactly the kind of number that creates three separate lag excuses.
The final table reflects the players who converted pressure most consistently across the match.
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dog | 2 | 1 | 26 kills | |||
| chosen | 1 | 5 kills | ||||
| Stealth | 3 kills | |||||
| mgr_inz_Arti_PL | 2 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| mgr_inz_Arti_PL | 2 | 1 | 1 | 30 | 29 | 3 | 29 | 64 | ||||
| dog | 3 | 4 | 3 | 3 | 30 | 22 | 2 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Click the coloured player buttons to show or hide lines. Hover dots for killer, victim, and match time.
Each coloured line is a player. Hover dots to see which pickup they collected.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| Total |
|---|
| dog | 17 | 2 | 2 | 31 | 52 | |||||
| mgr_inz_Arti_PL | 1 | 5 | 6 | |||||||
| chosen | 6 | 4 | 5 | 15 | ||||||
| Stealth | 2 | 1 | 10 | 13 | ||||||
| Totals | 1 | 25 | 7 | 7 | 46 | 86 |
| 19 |
| 61 |
| chosen | 4 | 8 | 10 | 22 |
| Stealth | 1 | 7 | 7 | 13 | 21 |
| Totals | 3 | 7 | 4 | 8 | 75 | 58 | 5 | 71 | 168 |
Kills by weapon in this match.
Best player and weapon pairings in this match.
Different summary from the timeline graph: pickup types, power pickups, and first/last control moments.
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 |
|---|---|---|---|---|---|---|---|---|---|
| dog | - | - | - | 34 | 34 | 34 | 0 | Good connection | |
| mgr_inz_Arti_PL | - | - | - | 45 | 56 | 198 | 2 | Occasional lag spikes | |
| chosen | - | - | - | 54 | 58 | 69 | 0 | Bumpy connection | |
| Stealth | 25000 | 0 | 0Hz | 47 | 54 | 81 | 2 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dog | Godlike | Combat | Well played, this was a fantastic performance at 1.68x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 79% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| chosen | Dominating | Combat | I think this was a good step up from your normal game, with a 1.21x rating. You gave your team a solid score base and avoided turning it into a messy trade game. 63% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| Stealth | Struggling | Combat | You had a quieter game than normal at 0.80x; I think the useful part is that your improvement target is visible. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 40% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| mgr_inz_Arti_PL | Feeding | Combat | You had a tough match at 0.53x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 28% efficiency hurt you here; I think the priority is taking fewer low-percentage fights and resetting before you are forced into bad trades. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |