Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jul 2026, 16:50
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 29 | 29 | 20 | 0 | 181 | - | 1.45 | 59% | 34% | 18 | - | 0:23 |
| L/\T/\~ | 20 | 22 | 45 | 2 | 51 | - | 0.49 | 32% | 83% | 7 | - | 0:14 |
| dim | 20 | 21 | 15 | 1 | 38 | - | 1.40 | 57% | 154% | 5 | - | 0:28 |
| Stealth | 0 | 0 | 2 | 0 | 4 | 82.4 cm | 0.00 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 2 | 2 kills | |||||
| dim | 3 | 2 kills | |||||
| L/\T/\~ | 1 | 2 kills |
| Player |
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Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 4 active players recorded in the report.
dim produced the strongest overall performance, finishing with 20 score, 21 kills, and 57% efficiency.
عناية_منه_بنا led the fragging pace with 29 kills.
dim posted the best accuracy at 154%.
Banter read: dim produced the kind of combat line that makes people immediately ask for the next map.
dim hit 154% 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.
| 0% |
| 0% |
| 0 |
| - |
| 0:13 |
| Killing Spree |
|---|
| Rampage |
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| Dominating |
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| Unstoppable |
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| Godlike |
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| Best |
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| عناية_منه_بنا | 2 | 5 kills | ||||
| dim | 3 kills | |||||
| L/\T/\~ | 2 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 4 | 25 | 29 | |||||||
| dim | 2 | 8 | 1 | 10 | 21 | |||||
| L/\T/\~ | 7 | 1 | 13 | 21 | ||||||
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | 1 | 2 | 3 | 33 | 21 | 4 | 56 | 93 | ||||
| dim | 4 | 1 | 7 | 27 | 17 |
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 |
|---|
| Totals |
| 13 |
| 1 |
| 8 |
| 1 |
| 48 |
| 71 |
| 17 |
| 57 |
| عناية_منه_بنا | 1 | 6 | 4 | 1 | 23 | 29 |
| Stealth | 2 | 2 |
| Totals | 1 | 6 | 2 | 10 | 66 | 42 | 5 | 98 | 181 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | - | - | - | 170 | 204 | 298 | 4 | Unstable spikes | |
| dim | - | - | - | 41 | 42 | 43 | 0 | Good connection | |
| L/\T/\~ | - | - | - | 62 | 77 | 204 | 4 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dim | Godlike | Combat | You had a huge game and played well above your usual level at 1.60x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 21-15 scoreline gave you a 1.40 K/D, which shows you were getting more value from your lives than the enemy. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| عناية_منه_بنا | Dominating | Combat | You played well and finished above your usual level at 1.18x. You played a useful combat game: enough frags, controlled deaths, and good pressure. Your 29-20 scoreline gave you a 1.45 K/D, which shows you were getting more value from your lives than the enemy. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| L/\T/\~ | Struggling | Combat | You were below your usual level at 0.83x, so cleaner decisions and timing will matter most for you. 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. |
| Stealth | Feeding | Combat | This was a hard outing for you at 0.12x; 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. 0% 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: stop gambling alone into bad positions and take fights from areas you can escape from. |