Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 20:25
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 45 | 45 | 23 | 0 | 146 | - | 1.96 | 66% | 47% | 21 | - | 0:19 |
| Suria | 6 | 6 | 15 | 0 | 62 | - | 0.40 | 29% | 39% | 5 | - | 0:12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Whoosh | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Whoosh | 2 | 6 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.
Whoosh produced the strongest overall performance, finishing with 45 score, 45 kills, and 66% efficiency.
Whoosh led the fragging pace with 45 kills.
Whoosh posted the best accuracy at 47%.
Banter read: Whoosh produced the kind of combat line that makes people immediately ask for the next map.
Whoosh hit 47% 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 |
|---|---|---|---|
| Whoosh | Godlike | Combat | Well played, this was a fantastic performance at 1.86x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 66% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Suria | Feeding | Combat | This was a hard outing for you at 0.53x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 29% 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Whoosh | 1 | 4 | 2 | 8 | 4 | 22 | 39 | |||||
| Suria | 1 | 2 | 11 | 7 |
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.
| 16 |
| 30 |
| Totals | 1 | 5 | 4 | 19 | 11 | 38 | 69 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Whoosh | - | - | - | 44 | 54 | 160 | 2 | Occasional lag spikes | |
| Suria | - | - | - | 76 | 77 | 79 | 0 | Good connection |