26 Jul 2026, 13:31
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| crem | 42 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 0:01 |
| Chunky_Vittles | 1 | 1 | 3 | 0 | 1 | - | 0.33 | 25% | 0% | 0:18 |
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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.
Chunky_Vittles produced the strongest overall performance, finishing with 1 score, 1 kills, and 25% efficiency.
Chunky_Vittles led the fragging pace with 1 kills.
crem posted the best accuracy at 0%.
Banter read: Chunky_Vittles made the table look personal with 1 score and 25% 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 |
|---|---|---|---|
| Chunky_Vittles | Stable | Combat | You played around your normal level at 1.01x, so your focus should be small improvements rather than a full reset. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 25% 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| crem | Struggling | Combat | You had a quieter game than normal at 0.84x; I think the useful part is that your improvement target is visible. Your score and survival worked together well, which is exactly what helps in DM/TDM. 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.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Chunky_Vittles | 1 | 1 | ||||||||
| Totals | 1 | 1 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Chunky_Vittles | 1 | 7 | 6 | |||||||||
| crem |
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.
| 2 |
| 2 |
| Totals | 1 | 9 | 8 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Chunky_Vittles | - | - | - | 92 | 92 | 92 | 0 | Limited ping data |