Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 19:21
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| J0hnny_Dark | 43 | 43 | 34 | 0 | 147 | - | 1.26 | 56% | 37% | 7 | - | 0:21 |
| L/\T/\~ | 20 | 20 | 37 | 0 | 64 | - | 0.54 | 35% | 40% | 10 | - | 0:14 |
| niemowle | 9 | 11 | 30 | 2 | 94 | - | 0.37 | 27% | 14% | 3 | - | 0:30 |
| Player7 | 6 | 6 | 11 | 0 | 55 | - | 0.55 | 35% | 19% | 5 | - | 0:08 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| J0hnny_Dark | 3 | 1 | 4 kills | ||||
| L/\T/\~ | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| J0hnny_Dark | 1 | 1 |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 5 active players recorded in the report.
J0hnny_Dark produced the strongest overall performance, finishing with 43 score, 43 kills, and 56% efficiency.
J0hnny_Dark led the fragging pace with 43 kills.
max6k posted the best accuracy at 267%.
Banter read: J0hnny_Dark made the table look personal with 43 score and 56% efficiency.
max6k hit 267% 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.
| 2 |
| 2 |
| 3 |
| 0 |
| 10 |
| - |
| 0.67 |
| 40% |
| 267% |
| 0 |
| - |
| 0:23 |
| 10 kills |
| L/\T/\~ | 3 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| J0hnny_Dark | Godlike | Combat | This was excellent work from you, with your match rating landing at 1.97x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 43-34 scoreline gave you a 1.26 K/D, which shows you were getting more value from your lives than the enemy. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| max6k | Godlike | Combat | You were one of the players who shaped this match, finishing at 1.36x. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 267% 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. |
| L/\T/\~ | Struggling | Combat | You had a quieter game than normal at 0.87x; I think the useful part is that your improvement target is visible. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 35% 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| Player7 | Feeding | Combat | This was a hard outing for you at 0.62x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 35% 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. |
| niemowle | Feeding | Combat | You had a rough game at 0.61x, so I think your goal should be to simplify and rebuild from safer plays. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 27% 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| J0hnny_Dark | - | - | - | 47 | 47 | 48 | 0 | Good connection | |
| L/\T/\~ | - | - | - | 65 | 72 | 170 | 2 | Occasional lag spikes | |
| Player7 | - | - | - | 41 | 126 | 164 | 1 | Occasional lag spikes | |
| niemowle | - | - | - | 48 | 59 | 161 | 4 | Unstable spikes | |
| max6k | - | - | - | 58 | 58 | 58 | 0 | Limited ping data |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | 2 | 1 | 38 | 32 | 38 | 79 | ||||||
| niemowle | 1 | 1 | 4 | 23 | 13 |
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.
| Total |
|---|
| J0hnny_Dark | 16 | 2 | 22 | 40 | ||||||
| L/\T/\~ | 6 | 1 | 13 | 20 | ||||||
| Player7 | 6 | 6 | ||||||||
| niemowle | 4 | 2 | 5 | 11 | ||||||
| max6k | 2 | 2 | ||||||||
| Totals | 26 | 7 | 46 | 79 |
| 33 |
| 68 |
| J0hnny_Dark | 2 | 1 | 6 | 6 | 18 | 16 | 3 | 36 | 66 |
| Player7 | 12 | 12 |
| max6k | 5 | 5 |
| Totals | 2 | 4 | 7 | 11 | 79 | 61 | 3 | 124 | 230 |
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.