Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 17:35
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 21 | 23 | 22 | 2 | 102 | - | 1.05 | 51% | 31% | 6 | - | 0:23 |
| RaamaGamoer | 12 | 12 | 14 | 0 | -11 | - | 0.86 | 46% | -73% | 0 | - | 0:30 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dim | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| dim | 4 kills |
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.
dim produced the strongest overall performance, finishing with 21 score, 23 kills, and 51% efficiency.
dim led the fragging pace with 23 kills.
dim posted the best accuracy at 31%.
Banter read: dim 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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dim | Dominating | Combat | You were sharp in this match and pushed above your usual level at 1.10x. You gave your team a solid score base and avoided turning it into a messy trade game. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| RaamaGamoer | Struggling | Combat | You were below your usual level at 0.81x, 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. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: slow the re-peek after death, rebuild with weapons or armour, then take the fight on your terms. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| dim | 5 | 1 | 4 | 11 | 21 | |||||
| RaamaGamoer | 6 | 3 | 9 | |||||||
| Totals | 11 | 1 | 7 | 11 | 30 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 2 | 5 | 2 | 3 | 22 | 18 | 2 | 30 | 64 | |||
| RaamaGamoer | 4 | 12 | 7 | 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.
| 14 |
| 29 |
| Totals | 2 | 5 | 2 | 7 | 34 | 25 | 3 | 44 | 93 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| dim | - | - | - | 42 | 59 | 192 | 4 | Unstable spikes | |
| RaamaGamoer | - | - | - | 249 | 251 | 255 | 0 | Good connection |