Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jul 2026, 19:11
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 50 | 50 | 19 | 0 | 179 | - | 2.63 | 72% | 39% | 37 | - | 0:27 |
| Dominator_ | 13 | 14 | 30 | 1 | 53 | - | 0.47 | 32% | 18% | 6 | - | 0:53 |
| Rusek | 10 | 12 | 41 | 2 | 131 | - | 0.29 | 22% | 5% | 0 | - | 0:16 |
| saxon | 4 | 2 | 3 | 0 | 19 | - | 0.67 | 40% | 16% | 1 | - | 0:31 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Shadow | 5 | 2 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Shadow | 3 | 8 kills |
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.
Shadow produced the strongest overall performance, finishing with 50 score, 50 kills, and 72% efficiency.
Shadow led the fragging pace with 50 kills.
Shadow posted the best accuracy at 39%.
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.
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Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
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Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rusek | 1 | 1 | 5 | 20 | 18 | 44 | 71 | |||||
| Dominator_ | 2 | 7 | 7 | 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.
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.
| Total |
|---|
| Dominator_ | 1 | 6 | 7 | 14 | ||||||
| Shadow | 1 | 49 | 50 | |||||||
| Rusek | 1 | 2 | 9 | 12 | ||||||
| saxon | 2 | 2 | ||||||||
| Totals | 1 | 3 | 16 | 58 | 78 |
| 35 |
| 43 |
| Shadow | 2 | 20 | 22 |
| gg | 7 | 5 | 4 | 11 |
| saxon |
| Totals | 1 | 3 | 5 | 36 | 30 | 1 | 103 | 147 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Dominator_ | - | - | - | 67 | 5780 | 88605 | 1 | Occasional lag spikes | |
| Rusek | - | - | - | 46 | 52 | 147 | 4 | Unstable spikes | |
| saxon | 30000 | 600 | 500Hz | 15 | 15 | 16 | 0 | Good connection | |
| Shadow | - | - | - | 34 | 45 | 121 | 2 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Shadow | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 2.29x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 72% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| saxon | Dominating | Combat | You played well and finished above your usual level at 1.19x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
| Dominator_ | Dominating | Combat | I think you can take confidence from this one; you played above expectation at 1.17x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 32% 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. |
| Rusek | Feeding | Combat | This was a hard outing for you at 0.36x; 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. 22% 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. |
| saxon | Feeding | Combat | This was a hard outing for you at 0.00x; treat it as a reset point, not a verdict on your ability. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 0% 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. |