Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Sept 2026, 22:01
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Chunky_Vittles | 50 | 54 | 29 | 4 | 56 | - | 1.86 | 62% | 25% | 0:32 |
| Bassheart | 32 | 38 | 44 | 6 | -20 | - | 0.86 | 43% | 0% | 0:21 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Chunky_Vittles | 5 | 2 kills | |||||
| Bassheart | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Chunky_Vittles | 3 | 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.
Chunky_Vittles produced the strongest overall performance, finishing with 50 score, 54 kills, and 62% efficiency.
Chunky_Vittles led the fragging pace with 54 kills.
Chunky_Vittles posted the best accuracy at 25%.
Banter read: Chunky_Vittles made the table look personal with 50 score and 62% efficiency.
The final table reflects the players who converted pressure most consistently across the match.
| 8 kills |
| Bassheart | 1 | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Chunky_Vittles | Godlike | Combat | Great game, this was a really strong performance from you at 1.81x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 4 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Bassheart | Struggling | Combat | You were below your usual level at 0.88x, so cleaner decisions and timing will matter most for you. 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. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Bassheart | 2 | 2 | 34 | 38 | ||||||
| Chunky_Vittles | 14 | 22 | 36 | |||||||
| Totals | 2 | 16 | 56 | 74 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bassheart | 1 | 4 | 2 | 2 | 23 | 23 | 3 | 53 | 84 | |||
| Chunky_Vittles | 1 | 2 | 22 | 18 | 8 |
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.
| 47 |
| 68 |
| Totals | 2 | 4 | 2 | 4 | 45 | 41 | 11 | 100 | 152 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Bassheart | - | - | - | 13 | 23 | 104 | 2 | Occasional lag spikes | |
| Chunky_Vittles | - | - | - | 96 | 99 | 144 | 2 | Occasional lag spikes |