Unreal HeavenThe home of 2v2 and 3v3 iCTF3 Sept 2026, 16:47
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mostruoso | 39 | 39 | 35 | 0 | 229 | - | 1.11 | 53% | 31% | 22 | - | 0:15 |
| kriminal | 33 | 36 | 32 | 3 | 204 | - | 1.13 | 51% | 19% | 10 | - | 0:16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Mostruoso | 6 | 1 | 3 kills | ||||
| kriminal | 1 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Mostruoso | 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.
Mostruoso produced the strongest overall performance, finishing with 39 score, 39 kills, and 53% efficiency.
Mostruoso led the fragging pace with 39 kills.
Mostruoso posted the best accuracy at 31%.
Banter read: Mostruoso was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
| 6 kills |
| kriminal | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Mostruoso | Stable | Combat | I think you had a steady game at 0.95x; one or two stronger moments would lift it nicely. Your score and survival worked together well, which is exactly what helps in DM/TDM. 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: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| kriminal | Struggling | Combat | You had a quieter game than normal at 0.83x; I think the useful part is that your improvement target is visible. You played a useful combat game: enough frags, controlled deaths, and good pressure. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| kriminal | 1 | 1 | 1 | 2 | 10 | 2 | 2 | 39 | 53 | |||
| Mostruoso | 2 | 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.
| 34 |
| 41 |
| Totals | 1 | 1 | 1 | 4 | 14 | 4 | 2 | 73 | 94 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Mostruoso | - | - | - | 42 | 52 | 173 | 2 | Occasional lag spikes | |
| kriminal | - | - | - | 89 | 126 | 238 | 5 | Unstable spikes |