14 Jul 2026, 03:15
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| DaSnakstaFB | 17 | 17 | 5 | 0 | 167 | - | 3.40 | 77% | 23% | 2:11 |
| dVp! | 2 | 5 | 17 | 3 | 215 | - | 0.29 | 20% | 20% | 0:38 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| DaSnaksta | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| DaSnaksta | 1 | 1 | 10 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Deck16][, with 2 active players recorded in the report.
DaSnaksta produced the strongest overall performance, finishing with 17 score, 17 kills, and 77% efficiency.
DaSnaksta led the fragging pace with 17 kills.
DaSnaksta posted the best accuracy at 23%.
Banter read: DaSnaksta produced the kind of combat line that makes people immediately ask for the next map.
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 |
|---|---|---|---|
| DaSnaksta | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 1.43x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 77% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| dVp! | Feeding | Combat | You had a tough match at 0.32x, 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. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| DaSnaksta | 9 | 13 | 57 | 43 | 38 | 33 | 160 | |||||
| dVp! | 1 | 8 | 6 | 12 | 3 |
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.
| 31 |
| 35 |
| 98 |
| Totals | 10 | 8 | 19 | 69 | 46 | 69 | 68 | 258 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| dVp! | 30000 | 500 | 0Hz | 30 | 31 | 32 | 0 | Good connection | |
| DaSnaksta | 50000 | - | - | 88 | 89 | 91 | 0 | Good connection |