Unreal HeavenThe home of 2v2 and 3v3 iCTF23 Sept 2026, 01:28
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| TasItoh | 40 | 44 | 32 | 4 | 173 | - | 1.38 | 55% | 21% | 6 | - | 0:31 |
| Szczenka | 17 | 21 | 16 | 4 | 162 | - | 1.31 | 57% | 15% | 7 | - | 0:39 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Szczenka | |||||||
| TasItoh | 4 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Szczenka | 1 |
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.
TasItoh produced the strongest overall performance, finishing with 40 score, 44 kills, and 55% efficiency.
TasItoh led the fragging pace with 44 kills.
TasItoh posted the best accuracy at 21%.
Banter read: TasItoh made the table look personal with 40 score and 55% efficiency.
The final table reflects the players who converted pressure most consistently across the match.
| 7 kills |
| TasItoh | 2 | 6 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| TasItoh | Godlike | Combat | You played a really good game here and your 1.29x rating shows it. You played a useful combat game: enough frags, controlled deaths, and good pressure. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Szczenka | Stable | Combat | You played around your normal level at 0.92x, so your focus should be small improvements rather than a full reset. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| TasItoh | 2 | 2 | 12 | 58 | 48 | |||||||
| Szczenka | 1 | 7 | 4 | 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.
Each coloured line is a player. Hover dots to see which pickup they collected.
| 22 |
| 34 |
| Totals | 1 | 7 | 6 | 4 | 12 | 80 | 82 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Szczenka | - | - | - | 54 | 61 | 166 | 4 | Unstable spikes | |
| TasItoh | - | - | - | 55 | 63 | 202 | 5 | Unstable spikes |