Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Jul 2026, 02:04
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 50 | 51 | 6 | 1 | 105 | - | 8.50 | 88% | 49% | 1:19 |
| M0struoso | 6 | 6 | 5 | 0 | 17 | - | 1.20 | 55% | 35% | 0:28 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 8 | 1 | 1 | 4 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| chroot@tossy3 | 2 | 2 | 17 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Deck16][, with 2 active players recorded in the report.
chroot@tossy3 produced the strongest overall performance, finishing with 50 score, 51 kills, and 88% efficiency.
chroot@tossy3 led the fragging pace with 51 kills.
chroot@tossy3 posted the best accuracy at 49%.
Banter read: chroot@tossy3 made the table look personal with 50 score and 88% efficiency.
chroot@tossy3 hit 49% 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| chroot@tossy3 | Godlike | Combat | You put together a top-level game here and finished at 1.44x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 88% 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. |
| M0struoso | Feeding | Combat | You had a tough match at 0.56x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 25000 | 300 | 0Hz | 32 | 33 | 34 | 0 | Good connection | |
| M0struoso | 20000 | - | - | 40 | 41 | 41 | 0 | Good connection |