Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jul 2026, 18:53
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| Pangus | 1 | 2 | 28 | 1 | 32 | - | 0.07 | 6% | 0% | 0:14 |
| عناية_منه_بنا | 0 | 0 | 1 | 0 | 0 | - | 0.00 | 0% | 0% | 0:06 |
| saxon | 0 | 0 | 0 | 0 | - | - | 0 | 0% | 0% | 0:00 |
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.
عناية_منه_بنا produced the strongest overall performance, finishing with 0 score, 0 kills, and 0% efficiency.
Pangus led the fragging pace with 2 kills.
Pangus posted the best accuracy at 0%.
Banter read: عناية_منه_بنا made the table look personal with 0 score and 0% efficiency.
The final table reflects the players who converted pressure most consistently across the match.
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Pangus | 2 | 2 | ||||||||
| Totals | 2 | 2 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Pangus | 1 | 1 | 7 | 7 | 1 | 31 | 40 | |||||
| عناية_منه_بنا |
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 |
| saxon |
| Totals | 1 | 1 | 7 | 7 | 1 | 33 | 42 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Pangus | - | - | - | 171 | 197 | 298 | 4 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Pangus | Stable | Combat | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 6% 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. |
| عناية_منه_بنا | Stable | Combat | You were close to your usual level at 0.93x, with room to turn steady play into a bigger influence. 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. |
| saxon | Feeding | Combat | This was a hard outing for you at 0.00x; treat it as a reset point, not a verdict on your ability. 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |