Unreal HeavenThe home of 2v2 and 3v3 iCTF29 Jun 2026, 02:21
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| |DC|iMpure | 48 | 48 | 36 | 0 | 173 | - | 1.33 | 57% | 28% | 0:18 |
| GochmerFB | 36 | 36 | 48 | 0 | 120 | - | 0.75 | 43% | 30% | 0:13 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| |DC|iMpure | 3 | 1 | 3 kills | ||||
| Gochmer | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| |DC|iMpure | 2 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Instagib TDM match took place on DM-Deck16][, with 2 active players recorded in the report.
|DC|iMpure produced the strongest overall performance, finishing with 48 score, 48 kills, and 57% efficiency.
|DC|iMpure led the fragging pace with 48 kills.
Gochmer posted the best accuracy at 30%.
Banter read: |DC|iMpure made the table look personal with 48 score and 57% efficiency.
The final table reflects the players who converted pressure most consistently across the match.
| 5 kills |
| Gochmer | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| |DC|iMpure | Dominating | Combat | You had a positive match and your 1.12x rating backs that up. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your 48-36 scoreline gave you a 1.33 K/D, which shows you were getting more value from your lives than the enemy. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Gochmer | Struggling | Combat | You had a quieter game than normal at 0.88x; I think the useful part is that your improvement target is visible. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 36-48 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. 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 |
|---|---|---|---|---|---|---|---|---|---|
| |DC|iMpure | 30000 | 0 | - | 26 | 26 | 27 | 0 | Good connection | |
| Gochmer | 30000 | 155 | 0Hz | 22 | 25 | 74 | 1 | Occasional lag spikes |