Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2026, 14:30
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Mostruoso | 50 | 52 | 19 | 2 | 177 | - | 2.74 | 71% | 36% | 35 | - | 0:29 |
| -deli- | 45 | 45 | 34 | 0 | 215 | - | 1.32 | 57% | 34% | 32 | - | 0:16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Mostruoso | 5 | 2 kills | |||||
| -deli- | 2 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Mostruoso | 4 |
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.
Mostruoso produced the strongest overall performance, finishing with 50 score, 52 kills, and 71% efficiency.
Mostruoso led the fragging pace with 52 kills.
Mostruoso posted the best accuracy at 36%.
Banter read: Mostruoso was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
The final table reflects the players who converted pressure most consistently across the match.
| 9 kills |
| -deli- | 2 | 8 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Mostruoso | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.13x. You gave your team strong combat value, especially because your kills came with good efficiency. 71% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| -deli- | Struggling | Combat | You dipped below your usual level at 0.87x, 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. Your 45-34 scoreline gave you a 1.32 K/D, which shows you were getting more value from your lives than the enemy. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -deli- | 2 | 3 | 8 | 2 | 37 | 28 | 31 | 84 | ||||
| Mostruoso | 1 | 1 | 14 | 9 | 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.
| 23 |
| 39 |
| Totals | 2 | 4 | 8 | 3 | 51 | 37 | 1 | 54 | 123 |
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.
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Mostruoso | - | - | - | 34 | 46 | 133 | 2 | Occasional lag spikes | |
| -deli- | - | - | - | 28 | 37 | 128 | 3 | Unstable spikes |