Unreal HeavenThe home of 2v2 and 3v3 iCTF30 Jul 2026, 19:49
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Shadow | 50 | 50 | 15 | 0 | 225 | - | 3.33 | 77% | 35% | 39 | - | 0:29 |
| Rusek | 10 | 12 | 20 | 2 | 9 | - | 0.60 | 35% | 44% | 1 | - | 0:22 |
| PoHujWtoGram | 2 | 2 | 5 | 0 | 0 | - | 0.40 | 29% | 0% | 0 | - | 0:34 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Shadow | 8 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Shadow | 3 | 1 | 10 kills |
Loading player feedback...
Generated from the match events and player statistics.
A tight NW DM match took place on DM-Deck16][-UH, with 3 active players recorded in the report.
Shadow produced the strongest overall performance, finishing with 50 score, 50 kills, and 77% efficiency.
Shadow led the fragging pace with 50 kills.
Rusek posted the best accuracy at 44%.
Banter read: Shadow made the table look personal with 50 score and 77% efficiency.
Rusek hit 44% 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 |
|---|---|---|---|
| Shadow | Godlike | Combat | You were one of the players who shaped this match, finishing at 1.88x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 77% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Rusek | Stable | Combat | You played around your normal level at 0.95x, 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. 35% 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. |
| PoHujWtoGram | Feeding | Combat | You had a rough game at 0.59x, so I think your goal should be to simplify and rebuild from safer plays. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 29% 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: avoid chancing it into stacked players; wait for armour, a better weapon, or a teammate before re-engaging. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Shadow | - | - | - | 36 | 52 | 150 | 3 | Unstable spikes | |
| Rusek | - | - | - | 45 | 71 | 191 | 4 | Unstable spikes | |
| PoHujWtoGram | - | - | - | 45 | 16723 | 100110 | 0 | Variable ping |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player |
|---|
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Rusek | 1 | 6 | 16 | 10 | 22 | 45 | ||||||
| PoHujWtoGram | 13 | 11 | 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.
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.
| Total |
|---|
| Shadow | 50 | 50 | ||||||||
| Rusek | 11 | 1 | 12 | |||||||
| PoHujWtoGram | 2 | 2 | ||||||||
| Totals | 13 | 51 | 64 |
| 9 |
| 21 |
| Shadow | 15 | 15 |
| Totals | 1 | 6 | 29 | 21 | 1 | 46 | 81 |
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.