Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Aug 2026, 02:09
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 34 | 34 | 43 | 0 | 105 | - | 0.79 | 44% | 40% | 14 | - | 0:17 |
| Colotl | 8 | 13 | 17 | 5 | 7 | - | 0.76 | 37% | -3% | 0 | - | 0:32 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Suria | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Suria | 1 | 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.
Suria produced the strongest overall performance, finishing with 34 score, 34 kills, and 44% efficiency.
Suria led the fragging pace with 34 kills.
Suria posted the best accuracy at 40%.
Banter read: Suria was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
Suria hit 40% 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 |
|---|---|---|---|
| Suria | Godlike | Combat | You had a huge game and played well above your usual level at 1.31x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 34-43 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| Colotl | Stable | Combat | You played around your normal level at 1.06x, so your focus should be small improvements rather than a full reset. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 5 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. 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.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 3 | 2 | 18 | 16 | 39 | 63 | ||||||
| Colotl | 1 | 1 | 11 | 9 | 5 |
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.
| 33 |
| 41 |
| Totals | 1 | 4 | 2 | 29 | 25 | 5 | 72 | 104 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Colotl | - | - | - | 173 | 175 | 186 | 0 | Minor variation | |
| Suria | - | - | - | 91 | 116 | 246 | 10 | Unstable spikes |