Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 19:08
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 21 | 21 | 32 | 0 | 106 | - | 0.66 | 40% | 32% | 15 | - | 0:12 |
| Stealth | 21 | 21 | 21 | 0 | 82 | 82.4 cm | 1.00 | 50% | 39% | 11 | - | 0:15 |
| J0hnny_Dark | 0 | 0 | 1 | 0 | 4 | - | 0.00 | 0% | 0% | 0 | - | 0:21 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | 3 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Stealth | 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 3 active players recorded in the report.
Stealth produced the strongest overall performance, finishing with 21 score, 21 kills, and 50% efficiency.
Shadow led the fragging pace with 21 kills.
Stealth posted the best accuracy at 39%.
Banter read: Stealth made the table look personal with 21 score and 50% 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.
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 1 | 23 | 21 | 22 | 47 | |||||||
| Shadow | 1 | 1 | 3 | 4 | 4 |
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.
| 31 |
| 40 |
| J0hnny_Dark | 5 | 5 | 3 | 8 |
| Totals | 1 | 2 | 3 | 32 | 30 | 56 | 95 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Shadow | - | - | - | 36 | 47 | 126 | 2 | Occasional lag spikes | |
| J0hnny_Dark | - | - | - | 48 | 48 | 48 | 0 | Limited ping data | |
| Stealth | 25000 | 0 | 0Hz | 43 | 53 | 174 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Stealth | Godlike | Combat | You had a huge game and played well above your usual level at 1.36x. 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: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| Shadow | Stable | Combat | You were close to your usual level at 1.01x, with room to turn steady play into a bigger influence. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 40% 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. |
| J0hnny_Dark | Feeding | Combat | You had a rough game at 0.29x, so I think your goal should be to simplify and rebuild from safer plays. 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. |