Unreal HeavenThe home of 2v2 and 3v3 iCTF19 Jul 2026, 18:47
Shrapnel (Unreal)
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 38 | 38 | 44 | 0 | 124 | - | 0.86 | 46% | 31% | 0:15 |
| _-=Pr3dazZz=-FB | 33 | 33 | 39 | 0 | 121 | 36.0 cm | 0.85 | 46% | 27% | 0:17 |
| Zo-^ | 29 | 29 | 31 | 0 | 115 | - | 0.94 | 48% | 25% | 0:21 |
| saxon | 23 | 23 | 23 | 0 | 67 | - | 1.00 | 50% | 34% | 0:14 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 3 | 2 kills | |||||
| saxon | 3 | 1 | 3 kills | ||||
| Zo-^ | 2 | 2 kills | |||||
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Shrapnel.unr, with 5 active players recorded in the report.
Zo-^ produced the strongest overall performance, finishing with 29 score, 29 kills, and 48% efficiency.
chroot@tossy3 led the fragging pace with 38 kills.
-uh.StarzZz`- posted the best accuracy at 39%.
Banter read: Zo-^ 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.
| 9 |
| 9 |
| 15 |
| 0 |
| 23 |
| 13.5 cm |
| 0.60 |
| 38% |
| 39% |
| 0:15 |
| 2 |
| 2 kills |
| -uh.StarzZz`- | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| chroot@tossy3 | 1 | 11 kills | ||||
| saxon | 1 | 6 kills | ||||
| Zo-^ | 1 | 6 kills | ||||
| _-=Pr3dazZz=- | 1 | 5 kills | ||||
| -uh.StarzZz`- | 2 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|
| chroot@tossy3 | 20000 | - | - | 34 | 34 | 35 | 0 | Good connection | |
| Zo-^ | 25000 | 320 | 0Hz | 40 | 42 | 44 | 0 | Minor variation | |
| _-=Pr3dazZz=- | 30000 | 0 | 498Hz | 17 | 17 | 18 | 0 | Good connection | |
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 16 | 17 | 18 | 0 | Good connection | |
| saxon | 20000 | - | - | 13 | 14 | 14 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| _-=Pr3dazZz=- | Godlike | Combat | You made a clear difference in this match and finished well above your normal level at 1.33x. 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: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| chroot@tossy3 | Stable | Combat | You were close to your usual level at 1.04x, 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. 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: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
| Zo-^ | Stable | Combat | You played around your normal level at 1.02x, so your focus should be small improvements rather than a full reset. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |
| saxon | Struggling | Combat | You dipped below your usual level at 0.86x, but I think there are clear areas you can tighten next match. 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: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| -uh.StarzZz`- | Feeding | Combat | You had a rough game at 0.72x, 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. 38% 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. |