Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Sept 2026, 22:16
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Bassheart | 48 | 51 | 44 | 3 | -9 | - | 1.16 | 52% | -25% | 0:22 |
| Chunky_Vittles | 45 | 53 | 37 | 8 | 179 | - | 1.43 | 54% | 9% | 0:26 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Chunky_Vittles | 3 | 2 | 3 kills | ||||
| Bassheart | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Chunky_Vittles | 2 |
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.
Chunky_Vittles produced the strongest overall performance, finishing with 45 score, 53 kills, and 54% efficiency.
Chunky_Vittles led the fragging pace with 53 kills.
Chunky_Vittles posted the best accuracy at 9%.
Banter read: Chunky_Vittles was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
| 6 kills |
| Bassheart | 1 | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Bassheart | Godlike | Combat | I think this was one of your stronger performances, coming in at 1.29x. You gave your team a solid score base and avoided turning it into a messy trade game. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Chunky_Vittles | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.26x. You played a useful combat game: enough frags, controlled deaths, and good pressure. 8 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Bassheart | 6 | 10 | 1 | 1 | 30 | 48 | ||||
| Chunky_Vittles | 21 | 1 | 2 | 1 | 15 | 40 | ||||
| Totals | 6 | 31 | 2 | 2 | 2 | 45 | 88 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bassheart | 1 | 6 | 5 | 3 | 35 | 33 | 2 | 50 | 99 | |||
| Chunky_Vittles | 4 | 13 | 5 | 7 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Each coloured line is a player. Hover dots to see which pickup they collected.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| 55 |
| 67 |
| Totals | 5 | 6 | 5 | 3 | 48 | 38 | 9 | 105 | 166 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Bassheart | - | - | - | 13 | 29 | 175 | 4 | Unstable spikes | |
| Chunky_Vittles | - | - | - | 92 | 115 | 362 | 7 | Unstable spikes |