Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Jul 2026, 13:38
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 27 | 29 | 33 | 2 | 200 | - | 0.88 | 45% | 28% | 6 | - | 0:21 |
| ownage | 12 | 12 | 5 | 0 | 43 | - | 2.40 | 71% | 36% | 4 | - | 0:29 |
| Colotl | 0 | 2 | 3 | 2 | 2 | - | 0.67 | 40% | -6% | 0 | - | 0:40 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| ownage | 1 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| ownage | 1 | 9 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 3 active players recorded in the report.
ownage produced the strongest overall performance, finishing with 12 score, 12 kills, and 71% efficiency.
dim led the fragging pace with 29 kills.
ownage posted the best accuracy at 36%.
Banter read: ownage 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.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 1 | 1 | 1 | 8 | 28 | 21 | 1 | 36 | 75 | |||
| ownage | 1 | 3 | 1 | 7 | 4 |
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.
| 8 |
| 4 |
| 5 |
| 24 |
| 41 |
| 6 |
| 20 |
| Colotl | 2 | 10 | 8 |
| Totals | 1 | 2 | 4 | 9 | 35 | 25 | 3 | 52 | 103 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| dim | - | - | - | 41 | 53 | 188 | 5 | Unstable spikes | |
| Colotl | - | - | - | 173 | 174 | 174 | 0 | Good connection | |
| ownage | 30000 | 0 | 240Hz | 283 | 296 | 345 | 0 | Bumpy connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| ownage | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.30x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 71% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| dim | Stable | Combat | You played around your normal level at 0.99x, 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. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
| Colotl | Feeding | Combat | You had a tough match at 0.75x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |