Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 05:12
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pdiddy | 50 | 50 | 11 | 0 | 114 | - | 4.55 | 82% | 57% | 29 | - | 0:23 |
| Shadow | 19 | 19 | 25 | 0 | 84 | - | 0.76 | 43% | 34% | 11 | - | 0:10 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pdiddy | 8 | 2 | 2 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pdiddy | 1 | 2 | 12 kills |
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.
pdiddy produced the strongest overall performance, finishing with 50 score, 50 kills, and 82% efficiency.
pdiddy led the fragging pace with 50 kills.
pdiddy posted the best accuracy at 57%.
Banter read: pdiddy produced the kind of combat line that makes people immediately ask for the next map.
pdiddy hit 57% 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pdiddy | Godlike | Combat | You put together a top-level game here and finished at 1.43x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 82% 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. |
| Shadow | Feeding | Combat | You had a tough match at 0.65x, 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. The 19-25 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 24 | 24 | ||||||||||
| pdiddy | 2 | 5 | 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.
| 11 |
| 19 |
| Totals | 2 | 5 | 1 | 35 | 43 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pdiddy | - | - | - | 118 | 119 | 119 | 0 | Good connection | |
| Shadow | - | - | - | 36 | 77 | 179 | 4 | Unstable spikes |