Unreal HeavenThe home of 2v2 and 3v3 iCTF16 Aug 2026, 15:21
Deck #16 ][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3-FB | 15 | 16 | 12 | 1 | 222 | - | 1.33 | 55% | 29% | 0 | - | 0:54 |
| Stealth | 11 | 12 | 16 | 1 | 204 | 82.4 cm | 0.75 | 41% | 34% | 2 | - | 0:41 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Intu1tiv3- |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| Intu1tiv3- | 1 | 5 kills |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-Deck16][, with 2 active players recorded in the report.
Intu1tiv3- produced the strongest overall performance, finishing with 15 score, 16 kills, and 55% efficiency.
Intu1tiv3- led the fragging pace with 16 kills.
Stealth posted the best accuracy at 34%.
Banter read: Intu1tiv3- 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.
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 2 | 5 | 1 | 4 | 12 | |||||
| Intu1tiv3- | 1 | 9 | 1 | 2 | 3 | 16 | ||||
| Totals | 3 | 14 | 2 | 2 | 7 | 28 |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Intu1tiv3- | 4 | 3 | 12 | 25 | 15 | 32 | 39 | 123 | ||||
| Stealth | 3 | 3 | 32 | 30 |
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.
Dots are real headshot events from combat_events. Warmup is hidden; extra time is shown when needed.
Each coloured line is a player. Hover dots to see which pickup they collected.
| 33 |
| 37 |
| 114 |
| Totals | 7 | 3 | 15 | 57 | 45 | 65 | 76 | 237 |
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.
Pickup Control graph is unchanged. This line graph shows timed pickups where raw pickup events are available.
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 |
|---|---|---|---|---|---|---|---|---|---|
| Stealth | 25000 | 0 | 0Hz | 47 | 51 | 103 | 1 | Occasional lag spikes | |
| Intu1tiv3- | 50000 | - | - | 34 | 34 | 35 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Intu1tiv3- | Struggling | Combat | You were below your usual level at 0.84x, so cleaner decisions and timing will matter most for you. 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. |
| Stealth | Feeding | Combat | You had a tough match at 0.68x, well below your usual level, but I think it is fixable. This was mostly about combat basics for you: win cleaner fights, keep better positions, and avoid giving away easy deaths. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |