Unreal HeavenThe home of 2v2 and 3v3 iCTF18 Jun 2026, 23:57
The Pit of Agony
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 30 | 30 | 20 | 0 | 1324 | 46.0 cm | 1.50 | 60% | 19% | 5 | - | 0:49 |
| dVp!FB | 29 | 32 | 14 | 0 | 988 | - | 2.29 | 65% | 17% | 6 | - | 1:10 |
| pho` | 22 | 24 | 24 | 0 | 908 | 20.3 cm | 1.00 | 48% | 15% | 4 | - | 0:41 |
| -uh.StarzZz`- | 9 | 10 | 44 | 0 | 800 | 13.5 cm | 0.23 | 18% | 10% | 1 | - | 0:22 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | 2 | 2 kills | |||||
| -cide- | 1 | 2 kills | |||||
| pho` |
| Player | Killing Spree |
|---|
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Agony, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 29 score, 32 kills, and 65% efficiency.
dVp! led the fragging pace with 32 kills.
-cide- posted the best accuracy at 19%.
Community desk: -cide- appeared, so UH Equinox has reopened the imaslut file. Non-CTF match or not, the paperwork follows him.
The final table reflects the players who converted pressure most consistently across the match.
| Rampage |
|---|
| Dominating |
|---|
| Unstoppable |
|---|
| Godlike |
|---|
| Best |
|---|
| dVp! | 1 | 1 | 16 kills | |||
| -cide- | 2 | 8 kills | ||||
| pho` | 1 | 6 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -cide- | 2 | 8 | 6 | 167 | 140 | 63 | 102 | 348 | ||||
| -uh.StarzZz`- | 2 | 7 | 2 | 68 | 62 |
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.
| Total |
|---|
| dVp! | 18 | 1 | 1 | 1 | 2 | 9 | 32 | |||
| -uh.StarzZz`- | 5 | 1 | 1 | 3 | 10 | |||||
| -cide- | 2 | 1 | 1 | 8 | 1 | 6 | 11 | 30 | ||
| pho` | 2 | 10 | 1 | 2 | 1 | 3 | 5 | 24 | ||
| Totals | 9 | 29 | 2 | 2 | 11 | 3 | 12 | 28 | 96 |
| 53 |
| 138 |
| 270 |
| pho` | 1 | 2 | 4 | 101 | 95 | 57 | 100 | 265 |
| dVp! | 11 | 5 | 14 | 71 | 44 | 47 | 38 | 186 |
| Totals | 16 | 22 | 26 | 407 | 341 | 220 | 378 | 1069 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 15 | 28 | 438 | 1 | Occasional lag spikes | |
| dVp! | - | - | - | 26 | 28 | 44 | 1 | Occasional lag spikes | |
| pho` | 25000 | 400 | 280Hz | 19 | 41 | 719 | 1 | Occasional lag spikes | |
| -cide- | 25000 | 360 | 240Hz | 31 | 39 | 229 | 1 | Occasional lag spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| -cide- | Godlike | Combat | Great game, this was a really strong performance from you at 1.47x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| dVp! | Dominating | Combat | You played well and finished above your usual level at 1.10x. You gave your team strong combat value, especially because your kills came with good efficiency. 65% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| pho` | Feeding | Combat | You had a rough game at 0.74x, so I think your goal should be to simplify and rebuild from safer plays. Your score and survival worked together well, which is exactly what helps in DM/TDM. 15% accuracy suggests you were working hard for each frag; cleaner first shots and better angles would lift your efficiency. 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 tough match at 0.22x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 18% 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. |