Unreal HeavenThe home of 2v2 and 3v3 iCTF20 Oct 2026, 19:03
Tech Center
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| BigBallsFB | 3 | 3 | 3 | 0 | 18 | - | 1.00 | 50% | 17% | 0:31 |
| buses | 0 | 0 | 0 | 0 | 0 | - | 0 | 0% | 0% | 0:40 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-TechCenter.unr, with 2 active players recorded in the report.
BigBalls produced the strongest overall performance, finishing with 3 score, 3 kills, and 50% efficiency.
BigBalls led the fragging pace with 3 kills.
BigBalls posted the best accuracy at 17%.
Banter read: BigBalls made the table look personal with 3 score and 50% efficiency.
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 |
|---|---|---|---|
| BigBalls | Godlike | Combat | You played a really good game here and your 1.28x rating shows it. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. 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. |
| buses | Feeding | Combat | You had a tough match at 0.44x, well below your usual level, but I think it is fixable. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 0% 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: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
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 |
|---|---|---|---|---|---|---|---|---|---|
| BigBalls | 20000 | - | - | 33 | 38 | 47 | 1 | Occasional lag spikes | |
| buses | 20000 | - | - | 18 | 19 | 20 | 0 | Limited ping data |