Unreal HeavenThe home of 2v2 and 3v3 iCTF4 Aug 2026, 23:51
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| NO_Limits | 50 | 54 | 30 | 4 | 100 | - | 1.80 | 61% | 31% | 0:21 |
| Suria | 4 | 4 | 2 | 0 | 15 | - | 2.00 | 67% | 7% | 0:46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| NO_Limits | 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| NO_Limits | 2 | 5 kills |
Loading player feedback...
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.
NO_Limits produced the strongest overall performance, finishing with 50 score, 54 kills, and 61% efficiency.
NO_Limits led the fragging pace with 54 kills.
NO_Limits posted the best accuracy at 31%.
Banter read: NO_Limits made the table look personal with 50 score and 61% efficiency.
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 |
|---|---|---|---|
| Suria | Dominating | Combat | You gave your team more than expected here and finished at 1.15x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 67% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| NO_Limits | Stable | Combat | I think you had a steady game at 1.01x; one or two stronger moments would lift it nicely. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NO_Limits | 3 | 1 | 5 | 10 | 8 | 2 | 35 | 54 | ||||
| Suria | 1 |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Each coloured line is a player. Hover dots to see which pickup they collected.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
| 3 |
| 4 |
| Totals | 3 | 1 | 6 | 10 | 8 | 2 | 38 | 58 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| NO_Limits | 30000 | 355 | 0Hz | 27 | 41 | 139 | 5 | Unstable spikes | |
| Suria | - | - | - | 85 | 86 | 87 | 0 | Good connection |