Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 20:09
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 18 | 18 | 12 | 0 | 54 | - | 1.50 | 60% | 53% | 11 | - | 0:18 |
| L/\T/\~ | 12 | 12 | 26 | 0 | 65 | - | 0.46 | 32% | 22% | 2 | - | 0:10 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Whoosh | 2 | 2 kills | |||||
| L/\T/\~ | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Whoosh | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 2 active players recorded in the report.
Whoosh produced the strongest overall performance, finishing with 18 score, 18 kills, and 60% efficiency.
Whoosh led the fragging pace with 18 kills.
Whoosh posted the best accuracy at 53%.
Banter read: Whoosh produced the kind of combat line that makes people immediately ask for the next map.
Whoosh hit 53% 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.
| 6 kills |
| L/\T/\~ | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Whoosh | Godlike | Combat | You put together a top-level game here and finished at 1.38x. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| L/\T/\~ | Feeding | Combat | This was a hard outing for you at 0.66x; treat it as a reset point, not a verdict on your ability. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 32% 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 1 | 1 | 16 | 9 | 14 | 33 | ||||||
| L/\T/\~ | 1 |
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.
| 28 |
| 27 |
| Totals | 1 | 1 | 16 | 9 | 1 | 42 | 60 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | - | - | - | 62 | 63 | 63 | 0 | Good connection | |
| Whoosh | - | - | - | 45 | 47 | 67 | 1 | Occasional lag spikes |