Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Aug 2026, 19:39
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | 18 | 18 | 34 | 0 | 193 | - | 0.53 | 35% | 16% | 7 | - | 0:15 |
| CSLA*Jackal | 1 | 1 | 8 | 0 | 11 | - | 0.13 | 11% | 14% | 1 | - | 0:13 |
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.
L/\T/\~ produced the strongest overall performance, finishing with 18 score, 18 kills, and 35% efficiency.
L/\T/\~ led the fragging pace with 18 kills.
L/\T/\~ posted the best accuracy at 16%.
Banter read: L/\T/\~ 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 |
|---|---|---|---|
| L/\T/\~ | Dominating | Combat | I think this was a good step up from your normal game, with a 1.24x rating. 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
| CSLA*Jackal | Feeding | Combat | You had a tough match at 0.55x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 11% 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 |
|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | - | - | - | 64 | 106 | 208 | 10 | Unstable spikes | |
| CSLA*Jackal | - | - | - | 50 | 76 | 147 | 2 | Occasional lag spikes |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | 4 | 12 | 16 | |||||||
| CSLA*Jackal | 1 | 1 | ||||||||
| Totals | 4 | 13 | 17 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L/\T/\~ | 1 | 18 | 10 | 31 | 51 | |||||||
| CSLA*Jackal |
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.
| 10 |
| 10 |
| Totals | 1 | 18 | 10 | 41 | 61 |
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.