Unreal HeavenThe home of 2v2 and 3v3 iCTF9 Jul 2026, 00:09
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dVp! | 33 | 34 | 20 | 1 | 381 | - | 1.70 | 62% | 33% | 4 | - | 0:49 |
| StealthFB | 32 | 35 | 35 | 2 | 412 | 82.4 cm | 1.00 | 48% | 19% | 11 | - | 0:28 |
| pho` | 31 | 32 | 25 | 0 | 359 | 20.3 cm | 1.28 | 55% | 33% | 7 | - | 0:39 |
| -uh.StarzZz`- | 20 | 24 | 47 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | 1 | 2 kills | |||||
| pho` | 1 | 2 kills | |||||
| Stealth | 2 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Deck16][, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 33 score, 34 kills, and 62% efficiency.
Stealth led the fragging pace with 35 kills.
-uh.StarzZz`- posted the best accuracy at 55%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
-uh.StarzZz`- hit 55% 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.
| 4 |
| 312 |
| 13.5 cm |
| 0.51 |
| 32% |
| 55% |
| 5 |
| - |
| 0:21 |
| 1 |
| 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dVp! | 3 | 8 kills | ||||
| pho` | 1 | 7 kills | ||||
| Stealth | 1 | 5 kills | ||||
| -uh.StarzZz`- | 1 | 5 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 5 | 8 | 6 | 69 | 53 | 63 | 68 | 220 | ||||
| -uh.StarzZz`- | 1 | 20 | 20 |
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.
| Total |
|---|
| Stealth | 4 | 1 | 5 | 1 | 6 | 18 | 35 | |||
| pho` | 3 | 9 | 20 | 32 | ||||||
| dVp! | 1 | 19 | 2 | 2 | 9 | 33 | ||||
| -uh.StarzZz`- | 4 | 1 | 4 | 15 | 24 | |||||
| Totals | 12 | 1 | 34 | 6 | 1 | 8 | 62 | 124 |
| 73 |
| 88 |
| 182 |
| dVp! | 9 | 3 | 13 | 52 | 37 | 50 | 35 | 173 |
| Stealth | 2 | 1 | 32 | 26 | 54 | 48 | 140 |
| Totals | 14 | 14 | 20 | 173 | 136 | 240 | 239 | 715 |
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.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 20 | 21 | 22 | 0 | Good connection | |
| Stealth | - | - | - | 47 | 48 | 49 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 14 | 15 | 15 | 0 | Good connection | |
| dVp! | - | - | - | 26 | 27 | 29 | 0 | Minor variation |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dVp! | Dominating | Combat | You were sharp in this match and pushed above your usual level at 1.15x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 62% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| pho` | Struggling | Combat | You were below your usual level at 0.88x, so cleaner decisions and timing will matter most for you. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 32-25 scoreline gave you a 1.28 K/D, which shows you were getting more value from your lives than the enemy. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Stealth | Feeding | Combat | This was a hard outing for you at 0.67x; treat it as a reset point, not a verdict on your ability. Your score and survival worked together well, which is exactly what helps in DM/TDM. 19% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| -uh.StarzZz`- | Feeding | Combat | You had a tough match at 0.41x, 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. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |