Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Jul 2026, 13:23
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 30 | 30 | 37 | 0 | 171 | - | 0.81 | 45% | 33% | 21 | - | 0:13 |
| crem | 13 | 13 | 17 | 0 | 61 | - | 0.76 | 43% | 34% | 13 | - | 0:11 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| crem | 1 | 2 kills | |||||
| Shadow | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| crem |
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.
Shadow produced the strongest overall performance, finishing with 30 score, 30 kills, and 45% efficiency.
Shadow led the fragging pace with 30 kills.
crem posted the best accuracy at 34%.
Banter read: Shadow 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.
| 4 kills |
| Shadow | 3 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| crem | Godlike | Combat | I think this was one of your stronger performances, coming in at 1.78x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| Shadow | Stable | Combat | You played around your normal level at 1.09x, so your focus should be small improvements rather than a full reset. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 2 | 2 | 34 | 38 | ||||||||
| crem |
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.
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.
| 18 |
| 18 |
| Totals | 2 | 2 | 52 | 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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Shadow | - | - | - | 34 | 45 | 153 | 2 | Occasional lag spikes | |
| crem | - | - | - | 17 | 49 | 148 | 3 | Unstable spikes |