Unreal HeavenThe home of 2v2 and 3v3 iCTF21 Jul 2026, 16:14
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| saxon | 50 | 50 | 25 | 0 | 182 | - | 2.00 | 67% | 39% | 44 | - | 0:16 |
| Shadow | 30 | 30 | 34 | 0 | 153 | - | 0.88 | 47% | 41% | 15 | - | 0:12 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 11 | 2 kills | |||||
| Shadow | 1 | 1 | 3 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 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.
saxon produced the strongest overall performance, finishing with 50 score, 50 kills, and 67% efficiency.
saxon led the fragging pace with 50 kills.
Shadow posted the best accuracy at 41%.
Banter read: saxon produced the kind of combat line that makes people immediately ask for the next map.
Shadow hit 41% 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.
| 7 kills |
| Shadow | 4 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 1 | 5 | 3 | 33 | 39 | |||||||
| yapp |
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.
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.
| 23 |
| 23 |
| saxon |
| Totals | 1 | 5 | 3 | 56 | 62 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| saxon | 30000 | 600 | 500Hz | 15 | 25 | 133 | 2 | Occasional lag spikes | |
| Shadow | - | - | - | 37 | 64 | 163 | 6 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Combat | You put together a top-level game here and finished at 1.54x. You gave your team strong combat value, especially because your kills came with good efficiency. 67% 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. |
| Shadow | Stable | Combat | You played around your normal level at 0.90x, so your focus should be small improvements rather than a full reset. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 41% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: die less by leaving lost fights earlier and returning with a better weapon or armour stack. |