Unreal HeavenThe home of 2v2 and 3v3 iCTF1 Sept 2026, 16:53
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| jt | 50 | 50 | 6 | 0 | 126 | - | 8.33 | 89% | 40% | 1:03 |
| Shadow | 0 | 0 | 0 | 0 | - | - | 0 | 0% | 0% | 0:12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| jt | 6 | 3 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| jt | 2 | 1 | 1 | 20 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Deck16][.unr, with 2 active players recorded in the report.
jt produced the strongest overall performance, finishing with 50 score, 50 kills, and 89% efficiency.
jt led the fragging pace with 50 kills.
jt posted the best accuracy at 40%.
Banter read: jt produced the kind of combat line that makes people immediately ask for the next map.
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 |
|---|---|---|---|
| jt | Godlike | Combat | You had a huge game and played well above your usual level at 1.83x. You gave your team strong combat value, especially because your kills came with good efficiency. 89% 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. |
| Shadow | Feeding | Combat | This was a hard outing for you at 0.09x; 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| jt | 25000 | 0 | 0Hz | 15 | 16 | 16 | 0 | Good connection | |
| Shadow | - | - | - | 34 | 34 | 34 | 0 | Limited ping data |