Unreal HeavenThe home of 2v2 and 3v3 iCTF24 Jun 2026, 01:20
DM-Shocker[R]
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| DarkMirugueye | 1 | 1 | 7 | 0 | 14 | - | 0.14 | 13% | 7% | 0:19 |
| iRINA) | 0 | 0 | 0 | 0 | - | - | 0 | 0% | 0% | 0:03 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Shocker.unr, with 2 active players recorded in the report.
DarkMirugueye produced the strongest overall performance, finishing with 1 score, 1 kills, and 13% efficiency.
DarkMirugueye led the fragging pace with 1 kills.
DarkMirugueye posted the best accuracy at 7%.
Banter read: DarkMirugueye made the table look personal with 1 score and 13% efficiency.
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 |
|---|---|---|---|
| DarkMirugueye | Godlike | Combat | Great game, this was a really strong performance from you at 1.83x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 13% 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. |
| iRINA) | Feeding | Combat | This was a hard outing for you at 0.17x; treat it as a reset point, not a verdict on your ability. 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| iRINA) | - | - | - | 177 | 177 | 177 | 0 | Limited ping data | |
| DarkMirugueye | 20000 | - | - | 132 | 133 | 133 | 0 | Good connection |