Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 18:48
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 35 | 35 | 26 | 0 | 132 | - | 1.35 | 57% | 44% | 21 | - | 0:13 |
| dim | 33 | 34 | 40 | 1 | 99 | - | 0.85 | 45% | 45% | 9 | - | 0:18 |
| Suria | 32 | 35 | 51 | 3 | 197 | - | 0.69 | 39% | 28% | 10 | - | 0:14 |
| Mauri | 0 | 0 | 14 | 0 | 78 | - | 0.00 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Shadow | 7 | 1 | 3 kills | ||||
| dim | 1 | 2 kills | |||||
| Suria | 1 | 2 kills |
| Player |
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Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 4 active players recorded in the report.
Shadow produced the strongest overall performance, finishing with 35 score, 35 kills, and 57% efficiency.
Shadow led the fragging pace with 35 kills.
dim posted the best accuracy at 45%.
Banter read: Shadow was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
dim hit 45% 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.
| 0% |
| 2% |
| 0 |
| - |
| 0:20 |
| Killing Spree |
|---|
| Rampage |
|---|
| Dominating |
|---|
| Unstoppable |
|---|
| Godlike |
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| Best |
|---|
| Shadow | 2 | 5 kills | ||||
| dim | 1 | 5 kills | ||||
| Suria | 3 kills |
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 | - | - | - | 35 | 51 | 168 | 3 | Unstable spikes | |
| Mauri | - | - | - | 48 | 95 | 188 | 0 | Variable ping | |
| dim | - | - | - | 41 | 43 | 44 | 0 | Minor variation | |
| Suria | - | - | - | 75 | 85 | 207 | 3 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Shadow | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 1.47x. You gave your team a solid score base and avoided turning it into a messy trade game. Your 35-26 scoreline gave you a 1.35 K/D, which shows you were getting more value from your lives than the enemy. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| dim | Godlike | Combat | This was excellent work from you, with your match rating landing at 1.26x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 45% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
| Suria | Stable | Combat | You were close to your usual level at 0.96x, with room to turn steady play into a bigger influence. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 3 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. |
| Mauri | Feeding | Combat | This was a hard outing for you at 0.13x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 0% 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
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 | 2 | 2 | 2 | 35 | 29 | 50 | 93 | |||||
| dim | 2 | 4 | 1 | 7 | 35 | 20 | 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.
| 20 |
| 3 |
| 6 |
| 70 |
| 99 |
| 43 |
| 92 |
| Shadow | 27 | 27 |
| Mauri | 1 | 5 | 3 | 16 | 23 |
| Totals | 4 | 4 | 4 | 9 | 75 | 52 | 2 | 136 | 235 |
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.