Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Jul 2026, 23:40
DM-Rankin
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho`FB | 34 | 34 | 19 | 0 | 674 | 20.3 cm | 1.79 | 64% | 26% | 6 | - | 0:52 |
| dVp! | 33 | 34 | 10 | 1 | 352 | - | 3.40 | 76% | 33% | 6 | - | 1:38 |
| Broken_Soul | 15 | 15 | 33 | 0 | 490 | 58.3 cm | 0.45 | 31% | 30% | 0 | - | 0:29 |
| -uh.StarzZz`- | 9 | 9 | 30 | 0 | 276 | 13.5 cm | 0.30 | 23% | 69% | 0 | - | 0:32 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | 1 | 2 kills | |||||
| pho` |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dVp! | 1 | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Rankin-MLTDM-2v2, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 33 score, 34 kills, and 76% efficiency.
dVp! led the fragging pace with 34 kills.
-uh.StarzZz`- posted the best accuracy at 69%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
-uh.StarzZz`- hit 69% 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.
| 11 kills |
| pho` | 1 | 10 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 1 | 89 | 84 | 82 | 74 | 246 | ||||||
| Broken_Soul | 2 | 4 | 101 | 100 |
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 |
|---|
| pho` | 2 | 1 | 14 | 2 | 7 | 8 | 34 | |||
| -uh.StarzZz`- | 1 | 4 | 3 | 1 | 9 | |||||
| dVp! | 17 | 3 | 1 | 4 | 8 | 33 | ||||
| Broken_Soul | 6 | 1 | 2 | 1 | 5 | 15 | ||||
| Totals | 8 | 2 | 32 | 9 | 3 | 13 | 7 | 17 | 91 |
| 61 |
| 69 |
| 239 |
| pho` | 1 | 10 | 106 | 92 | 51 | 63 | 233 |
| dVp! | 13 | 6 | 42 | 35 | 52 | 25 | 139 |
| Totals | 13 | 3 | 21 | 338 | 311 | 246 | 231 | 857 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 14 | 15 | 15 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 20 | 20 | 20 | 0 | Good connection | |
| dVp! | - | - | - | 26 | 27 | 28 | 0 | Good connection | |
| Broken_Soul | - | - | - | 21 | 21 | 21 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dVp! | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.51x. You gave your team strong combat value, especially because your kills came with good efficiency. 76% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| pho` | Stable | Combat | I think you had a steady game at 0.92x; one or two stronger moments would lift it nicely. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 64% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Broken_Soul | Feeding | Combat | You had a tough match at 0.40x, well below your usual level, but I think it is fixable. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 31% 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. |
| -uh.StarzZz`- | Feeding | Combat | This was a hard outing for you at 0.39x; 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. 23% 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. |