Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 18:08
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 25 | 25 | 30 | 0 | 134 | - | 0.83 | 45% | 24% | 9 | - | 0:14 |
| Chipsekt | 24 | 24 | 35 | 0 | 204 | - | 0.69 | 41% | 27% | 11 | - | 0:15 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Chipsekt | 1 | 2 kills | |||||
| Suria | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Chipsekt |
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 25 score, 25 kills, and 45% efficiency.
Suria led the fragging pace with 25 kills.
Chipsekt posted the best accuracy at 27%.
Banter read: Suria 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.
| 4 kills |
| Suria | 3 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Chipsekt | Dominating | Combat | I think you can take confidence from this one; you played above expectation at 1.20x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 24-35 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| Suria | Dominating | Combat | You were sharp in this match and pushed above your usual level at 1.11x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 24% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Chipsekt | - | - | - | 70 | 84 | 188 | 2 | Occasional lag spikes | |
| Suria | - | - | - | 84 | 92 | 166 | 2 | Occasional lag spikes |
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 | 27 | 27 | 31 | 61 | ||||||
| Chipsekt | 1 | 1 | 16 | 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.
| 35 |
| 52 |
| Totals | 1 | 1 | 1 | 1 | 43 | 33 | 1 | 66 | 113 |
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.