Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2026, 15:11
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -deli- | 72 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0 | - | 0:22 |
| kriminal | 50 | 50 | 17 | 0 | 247 | - | 2.94 | 75% | 21% | 15 | - | 0:31 |
| Bonka | 13 | 13 | 10 | 0 | 38 | - | 1.30 | 57% | 37% | 5 | - | 0:26 |
| BushrA | 10 | 18 | 34 | 6 | 426 | - | 0.53 | 35% | 3% | 4 | - | 0:56 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| kriminal | 3 | 2 kills | |||||
| Bonka | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| kriminal | 5 |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 6 active players recorded in the report.
kriminal produced the strongest overall performance, finishing with 50 score, 50 kills, and 75% efficiency.
kriminal led the fragging pace with 50 kills.
Bonka posted the best accuracy at 37%.
Banter read: kriminal 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.
| 1 |
| 1 |
| 4 |
| 0 |
| 5 |
| 82.4 cm |
| 0.25 |
| 20% |
| 25% |
| 1 |
| - |
| 0:10 |
| SovietGrunt | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0 | - | 1:43 |
| 9 kills |
| Bonka | 1 | 5 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| kriminal | 3 | 5 | 2 | 4 | 31 | 23 | 4 | 26 | 69 | |||
| BushrA | 2 | 2 | 1 | 14 | 14 | 1 |
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.
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.
| Total |
|---|
| BushrA | 4 | 2 | 8 | 4 | 18 | |||||
| kriminal | 20 | 1 | 3 | 25 | 49 | |||||
| Bonka | 5 | 1 | 7 | 13 | ||||||
| Stealth | 1 | 1 | ||||||||
| Totals | 25 | 5 | 2 | 12 | 37 | 81 |
| 45 |
| 63 |
| Bonka | 1 | 5 | 3 | 12 | 19 |
| Stealth | 3 | 3 | 5 | 8 |
| -deli- | 1 | 3 | 3 | 3 | 7 |
| SovietGrunt | 2 | 2 |
| Totals | 5 | 6 | 5 | 5 | 56 | 46 | 5 | 93 | 168 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| BushrA | - | - | - | 37 | 50 | 161 | 6 | Unstable spikes | |
| SovietGrunt | - | - | - | 35 | 36 | 37 | 0 | Good connection | |
| kriminal | - | - | - | 88 | 101 | 189 | 4 | Unstable spikes | |
| Bonka | - | - | - | 34 | 34 | 35 | 0 | Good connection | |
| -deli- | - | - | - | 31 | 31 | 31 | 0 | Limited ping data | |
| Stealth | 25000 | 0 | 0Hz | 138 | 138 | 138 | 0 | Limited ping data |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| kriminal | Godlike | Combat | Well played, this was a fantastic performance at 1.96x. You gave your team strong combat value, especially because your kills came with good efficiency. 75% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| Bonka | Godlike | Combat | You had a huge game and played well above your usual level at 1.43x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| SovietGrunt | Stable | Combat | You played around your normal level at 0.98x, 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. 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. |
| BushrA | Struggling | Combat | You had a quieter game than normal at 0.79x; I think the useful part is that your improvement target is visible. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 6 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |
| -deli- | Feeding | Combat | You had a rough game at 0.73x, so I think your goal should be to simplify and rebuild from safer plays. 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. |
| Stealth | Feeding | Combat | This was a hard outing for you at 0.38x; treat it as a reset point, not a verdict on your ability. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 20% 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |