Unreal HeavenThe home of 2v2 and 3v3 iCTF12 Jul 2026, 15:35
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| M0struoso | 2 | 2 | 0 | 0 | 2 | - | 2 | 100% | 100% | 0:55 |
| noob | 0 | 0 | 0 | 0 | - | - | 0 | 0% | 0% | 0:00 |
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Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Deck16][.unr, with 2 active players recorded in the report.
M0struoso produced the strongest overall performance, finishing with 2 score, 2 kills, and 100% efficiency.
M0struoso led the fragging pace with 2 kills.
M0struoso posted the best accuracy at 100%.
Banter read: M0struoso was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
M0struoso hit 100% accuracy, which is exactly the kind of number that creates three separate lag excuses.
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 |
|---|---|---|---|
| M0struoso | Godlike | Combat | Well played, this was a fantastic performance at 1.83x. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 100% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| noob | Feeding | Combat | You had a tough match at 0.00x, 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. 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: stop gambling alone into bad positions and take fights from areas you can escape from. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| M0struoso | 20000 | 0 | 0Hz | 40 | 41 | 41 | 0 | Limited ping data |