Unreal HeavenThe home of 2v2 and 3v3 iCTF13 Aug 2026, 16:40
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| -deli- | 4 | 4 | 3 | 0 | 13 | - | 1.33 | 57% | 50% | 0:19 |
| Mostruoso | 4 | 4 | 2 | 0 | 14 | - | 2.00 | 67% | 29% | 0:41 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Mostruoso | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Mostruoso |
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.
Mostruoso produced the strongest overall performance, finishing with 4 score, 4 kills, and 67% efficiency.
-deli- led the fragging pace with 4 kills.
-deli- posted the best accuracy at 50%.
Banter read: Mostruoso made the table look personal with 4 score and 67% efficiency.
-deli- hit 50% 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 |
|---|---|---|---|
| Mostruoso | Stable | Combat | You were close to your usual level at 0.99x, with room to turn steady play into a bigger influence. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 67% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| -deli- | Stable | Combat | You played around your normal level at 0.91x, so your focus should be small improvements rather than a full reset. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 50% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
Red versus Blue balance for this match only.
Pickup rows are ready. Counts will fill after pickup aggregates/backfill are available for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| -deli- | ||||||||||||
| Mostruoso | ||||||||||||
| Totals |
Weapon kills and pickup control for this match only.
Red vs Blue armor, pads, belt, and amp control for this match.
Each coloured line is a player. Hover dots to see which pickup they collected.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -deli- | - | - | - | 29 | 29 | 29 | 0 | Limited ping data | |
| Mostruoso | - | - | - | 42 | 42 | 42 | 0 | Good connection |