Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Aug 2026, 13:53
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 46 | 46 | 41 | 0 | 137 | - | 1.12 | 53% | 48% | 26 | - | 0:17 |
| dim | 13 | 14 | 20 | 1 | 21 | - | 0.70 | 40% | 235% | 3 | - | 0:22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Intu1tiv3- | 1 | 8 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.
Intu1tiv3- produced the strongest overall performance, finishing with 46 score, 46 kills, and 53% efficiency.
Intu1tiv3- led the fragging pace with 46 kills.
dim posted the best accuracy at 235%.
Banter read: Intu1tiv3- made the table look personal with 46 score and 53% efficiency.
dim hit 235% 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 |
|---|---|---|---|
| Intu1tiv3- | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.11x. Your score and survival worked together well, which is exactly what helps in DM/TDM. 48% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| dim | Stable | Combat | You played around your normal level at 1.05x, so your focus should be small improvements rather than a full reset. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 14-20 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 11 | 1 | 31 | 43 | ||||||
| dim | 2 | 4 | 2 | 6 | 14 | |||||
| Totals | 13 | 1 | 4 | 2 | 37 | 57 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 2 | 2 | 1 | 4 | 40 | 31 | 37 | 88 | ||||
| dim | 2 | 5 | 2 | 2 | 24 | 14 | 3 |
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.
| 28 |
| 62 |
| Totals | 4 | 7 | 3 | 6 | 64 | 45 | 3 | 65 | 150 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | - | - | - | 29 | 29 | 35 | 0 | Variable ping | |
| dim | - | - | - | 42 | 66 | 191 | 6 | Unstable spikes |