Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2026, 18:58
DM-{VIP}[R]
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3FB | 27 | 27 | 26 | 0 | 84 | - | 1.04 | 51% | 32% | 0:10 |
| saxon | 17 | 17 | 11 | 0 | 61 | - | 1.55 | 61% | 28% | 0:14 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 3 | 2 kills | |||||
| chroot@tossy3 | 2 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-{VIP}.unr, with 2 active players recorded in the report.
saxon produced the strongest overall performance, finishing with 17 score, 17 kills, and 61% efficiency.
chroot@tossy3 led the fragging pace with 27 kills.
chroot@tossy3 posted the best accuracy at 32%.
Banter read: saxon produced the kind of combat line that makes people immediately ask for the next map.
The final table reflects the players who converted pressure most consistently across the match.
| 11 kills |
| chroot@tossy3 | 4 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 25000 | 300 | 0Hz | 33 | 34 | 36 | 0 | Minor variation | |
| saxon | 30000 | 600 | 500Hz | 14 | 14 | 14 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| chroot@tossy3 | Stable | Combat | You played around your normal level at 0.94x, so your focus should be small improvements rather than a full reset. You gave your team a solid score base and avoided turning it into a messy trade game. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| saxon | Stable | Combat | You were close to your usual level at 0.90x, with room to turn steady play into a bigger influence. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 61% 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. |