Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Sept 2026, 21:05
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| seba | 24 | 25 | 17 | 1 | 146 | - | 1.47 | 60% | 28% | 11 | - | 0:30 |
| CooKie=- | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 0 | - | 0:07 |
| Bassheart | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0 | - | 0:46 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| seba | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| seba | 1 | 6 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 3 active players recorded in the report.
seba produced the strongest overall performance, finishing with 24 score, 25 kills, and 60% efficiency.
seba led the fragging pace with 25 kills.
seba posted the best accuracy at 28%.
Banter read: seba 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| seba | Godlike | Combat | You should be happy with this one; your performance was well above your usual level at 2.17x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 25-17 scoreline gave you a 1.47 K/D, which shows you were getting more value from your lives than the enemy. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| Bassheart | Feeding | Combat | You had a tough match at 0.74x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
| CooKie=- | Feeding | Combat | You had a tough match at 0.09x, well below your usual level, but I think it is fixable. 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| seba | 7 | 2 | 16 | 25 | ||||||
| Totals | 7 | 2 | 16 | 25 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| seba | 1 | 1 | 22 | 22 | ||||||||
| CooKie=- |
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.
| Bassheart |
| Totals | 1 | 1 | 22 | 22 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| seba | - | - | - | 206 | 215 | 269 | 2 | Occasional lag spikes | |
| Bassheart | - | - | - | 21 | 21 | 21 | 0 | Limited ping data |