Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 09:57
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 53 | 50 | 11 | 0 | 104 | 20.3 cm | 4.55 | 82% | 54% | 16 | - | 1:24 |
| Shadow | 28 | 23 | 41 | 0 | 103 | - | 0.56 | 36% | 36% | 15 | - | 0:43 |
| Blueadder | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 0 | - | 0:03 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| pho` | 5 | 2 | 3 kills | ||||
| Shadow | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| pho` | 3 | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 3 active players recorded in the report.
pho` produced the strongest overall performance, finishing with 53 score, 50 kills, and 82% efficiency.
pho` led the fragging pace with 50 kills.
pho` posted the best accuracy at 54%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
pho` hit 54% 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.
| 11 kills |
| Shadow | 3 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 1 | 1 | 5 | 5 | 41 | 48 | ||||||
| pho` | 2 | 5 | 3 | 14 | 6 | 1 |
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.
| 15 |
| 38 |
| Blueadder | 2 | 2 |
| Totals | 3 | 6 | 3 | 19 | 11 | 1 | 58 | 88 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| pho` | 25000 | 400 | 280Hz | 18 | 21 | 23 | 0 | Sawtooth variation | |
| Shadow | - | - | - | 36 | 44 | 140 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| pho` | Godlike | Combat | Well played, this was a fantastic performance at 2.46x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 82% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Shadow | Stable | Combat | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 36% 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| Blueadder | Feeding | Combat | You had a tough match at 0.02x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |