Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 00:01
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 4 | 4 | 6 | 0 | 8 | - | 0.67 | 40% | 43% | 0:23 |
| NO_Limits | 3 | 3 | 9 | 0 | 13 | - | 0.33 | 25% | 33% | 0:09 |
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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 4 score, 4 kills, and 40% efficiency.
Suria led the fragging pace with 4 kills.
Suria posted the best accuracy at 43%.
Banter read: Suria was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
Suria hit 43% 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Suria | Dominating | Combat | You had a positive match and your 1.18x rating backs that up. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 43% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| NO_Limits | Feeding | Combat | This was a hard outing for you at 0.50x; treat it as a reset point, not a verdict on your ability. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 25% 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. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 3 | 3 | ||||||||
| Totals | 3 | 3 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 1 | 4 | 2 | 3 | 8 | |||||||
| NO_Limits |
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.
| 2 |
| 2 |
| Totals | 1 | 4 | 2 | 5 | 10 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Suria | - | - | - | 86 | 88 | 89 | 0 | Good connection | |
| NO_Limits | 30000 | 355 | 0Hz | 27 | 42 | 86 | 1 | Occasional lag spikes |