Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 20:47
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 37 | 38 | 37 | 1 | 128 | - | 1.03 | 50% | 31% | 15 | - | 0:22 |
| Whoosh | 0 | 0 | 0 | 0 | 2 | - | 0 | 0% | 0% | 0 | - | 1:31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Suria | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Suria | 1 | 4 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.
Suria produced the strongest overall performance, finishing with 37 score, 38 kills, and 50% efficiency.
Suria led the fragging pace with 38 kills.
Suria posted the best accuracy at 31%.
Banter read: Suria 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Suria | Godlike | Combat | You were one of the players who shaped this match, finishing at 1.28x. You played a useful combat game: enough frags, controlled deaths, and good pressure. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Whoosh | Struggling | Combat | You had a quieter game than normal at 0.80x; I think the useful part is that your improvement target is visible. 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 9 | 7 | 22 | 38 | ||||||
| Totals | 9 | 7 | 22 | 38 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 1 | 1 | 3 | 14 | 10 | 1 | 37 | 56 | ||||
| Whoosh |
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.
| Totals | 1 | 1 | 3 | 14 | 10 | 1 | 37 | 56 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Whoosh | - | - | - | 44 | 82 | 156 | 1 | Occasional lag spikes | |
| Suria | - | - | - | 74 | 97 | 222 | 8 | Unstable spikes |