Unreal HeavenThe home of 2v2 and 3v3 iCTF26 Jul 2026, 12:48
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 7 | 7 | 6 | 0 | 33 | - | 1.17 | 54% | 70% | 2 | - | 0:17 |
| L4TT3NM41k- | 1 | 1 | 3 | 0 | 6 | - | 0.33 | 25% | 0% | 0 | - | 0:29 |
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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.
Shadow produced the strongest overall performance, finishing with 7 score, 7 kills, and 54% efficiency.
Shadow led the fragging pace with 7 kills.
Shadow posted the best accuracy at 70%.
Banter read: Shadow was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
Shadow hit 70% 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 |
|---|---|---|---|
| Shadow | Dominating | Combat | You gave your team more than expected here and finished at 1.23x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 70% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| L4TT3NM41k- | Feeding | Combat | You had a rough game at 0.62x, so I think your goal should be to simplify and rebuild from safer plays. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 25% 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. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 7 | 7 | ||||||||
| Totals | 7 | 7 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 1 | 1 | 7 | 9 | ||||||||
| L4TT3NM41k- | 1 | 2 |
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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Each coloured line is a player. Hover dots to see which pickup they collected.
| 2 |
| 6 |
| Totals | 1 | 1 | 1 | 2 | 9 | 15 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Shadow | - | - | - | 37 | 38 | 39 | 0 | Good connection | |
| L4TT3NM41k- | - | - | - | 35 | 35 | 35 | 0 | Good connection |