Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 17:59
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 18 | 18 | 28 | 0 | 142 | - | 0.64 | 39% | 21% | 3 | - | 0:18 |
| Chipsekt | 2 | 3 | 2 | 1 | 20 | - | 1.50 | 60% | 27% | 3 | - | 0:25 |
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.
Chipsekt produced the strongest overall performance, finishing with 2 score, 3 kills, and 60% efficiency.
Suria led the fragging pace with 18 kills.
Chipsekt posted the best accuracy at 27%.
Banter read: Chipsekt made the table look personal with 2 score and 60% efficiency.
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 |
|---|---|---|---|
| Chipsekt | Dominating | Combat | You had a positive match and your 1.11x rating backs that up. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| Suria | Stable | Combat | I think you had a steady game at 0.94x; 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. 39% 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.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 1 | 1 | 1 | 22 | 22 | 26 | 52 | |||||
| Chipsekt | 1 | 2 |
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.
| 4 |
| 7 |
| Totals | 1 | 2 | 1 | 24 | 22 | 30 | 59 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Suria | - | - | - | 80 | 92 | 223 | 2 | Occasional lag spikes | |
| Chipsekt | - | - | - | 70 | 4999535 | 9999000 | 0 | Limited ping data |