23 Sept 2026, 17:09
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| TasItoh | 9 | 11 | 27 | 2 | 43 | - | 0.41 | 28% | 22% | 2 | - | 0:14 |
| PTN_Radical | 6 | 6 | 16 | 0 | 71 | - | 0.38 | 27% | 16% | 0 | - | 0:17 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| TasItoh | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| TasItoh | 2 kills |
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.
PTN_Radical produced the strongest overall performance, finishing with 6 score, 6 kills, and 27% efficiency.
TasItoh led the fragging pace with 11 kills.
TasItoh posted the best accuracy at 22%.
Banter read: PTN_Radical 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| PTN_Radical | Stable | Combat | I think you had a steady game at 1.08x; one or two stronger moments would lift it nicely. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 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. |
| TasItoh | Feeding | Combat | This was a hard outing for you at 0.69x; treat it as a reset point, not a verdict on your ability. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 28% 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 | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| TasItoh | 7 | 3 | 10 | |||||||
| PTN_Radical | 2 | 1 | 2 | 1 | 6 | |||||
| Totals | 2 | 1 | 2 | 8 | 3 | 16 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PTN_Radical | 1 | 3 | 11 | 8 | 17 | 34 | ||||||
| TasItoh | 4 |
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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
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.
| 37 |
| 33 |
| Totals | 1 | 3 | 11 | 8 | 4 | 54 | 67 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| TasItoh | - | - | - | 56 | 60 | 135 | 1 | Occasional lag spikes | |
| PTN_Radical | - | - | - | 21 | 11131 | 77620 | 1 | Occasional lag spikes |