Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Aug 2026, 19:41
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 24 | 24 | 11 | 0 | 106 | - | 2.18 | 69% | 34% | 17 | - | 0:22 |
| dim | 12 | 11 | 8 | 0 | 31 | - | 1.38 | 58% | 32% | 1 | - | 1:08 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Shadow | 3 | 2 kills | |||||
| dim | 2 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Shadow | 1 |
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.
dim produced the strongest overall performance, finishing with 12 score, 11 kills, and 58% efficiency.
Shadow led the fragging pace with 24 kills.
Shadow posted the best accuracy at 34%.
Banter read: dim produced the kind of combat line that makes people immediately ask for the next map.
The final table reflects the players who converted pressure most consistently across the match.
| 6 kills |
| dim | 1 | 6 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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| dim | 1 | 1 | 6 | 12 | 6 | 4 | 17 | 33 | ||||
| Shadow | 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.
| 12 |
| 13 |
| Totals | 1 | 1 | 1 | 6 | 12 | 6 | 4 | 29 | 46 |
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.
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dim | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.24x. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. Nothing was wildly out of line, but improving fight selection and timing around armour, belt, or key weapons would make you harder to control. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| Shadow | Stable | Combat | You were close to your usual level at 1.10x, with room to turn steady play into a bigger influence. You played a useful combat game: enough frags, controlled deaths, and good pressure. 69% 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. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| dim | - | - | - | 42 | 45 | 82 | 2 | Occasional lag spikes | |
| Shadow | - | - | - | 33 | 34 | 38 | 0 | Bumpy connection |