Unreal HeavenThe home of 2v2 and 3v3 iCTF5 Jul 2026, 00:17
DM-Richocet
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 32 | 34 | 24 | 1 | 435 | 20.3 cm | 1.42 | 56% | 30% | 7 | - | 0:41 |
| dVp! | 28 | 30 | 18 | 0 | 503 | - | 1.67 | 60% | 38% | 2 | - | 0:54 |
| -uh.StarzZz`-FB | 23 | 24 | 23 | 1 | 490 | 13.5 cm | 1.04 | 50% | 37% | 3 | - | 0:42 |
| Broken_Soul | 15 | 15 | 42 | 0 | 695 | 58.3 cm | 0.36 | 26% | 20% | 0 | - | 0:23 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| dVp! | |||||||
| pho` | 1 | 2 kills | |||||
| -uh.StarzZz`- | 1 | 2 kills |
| Player | Killing Spree |
|---|
Loading player feedback...
Generated from the match events and player statistics.
A hard-fought Normal Weapons TDM match took place on DM-Richocet, with 4 active players recorded in the report.
dVp! produced the strongest overall performance, finishing with 28 score, 30 kills, and 60% efficiency.
pho` led the fragging pace with 34 kills.
dVp! posted the best accuracy at 38%.
Community desk: pho` brought pug-bot-captain energy to a combat report, probably still trying to draft a team out of pure habit.
The final table reflects the players who converted pressure most consistently across the match.
| Rampage |
|---|
| Dominating |
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| Unstoppable |
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| Godlike |
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| Best |
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| dVp! | 2 | 7 kills | ||||
| pho` | 2 | 6 kills | ||||
| -uh.StarzZz`- | 1 | 4 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| pho` | 5 | 9 | 76 | 46 | 69 | 37 | 255 | |||||
| -uh.StarzZz`- | 3 | 4 | 94 | 82 |
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.
| Total |
|---|
| pho` | 5 | 10 | 4 | 1 | 2 | 12 | 34 | |||
| -uh.StarzZz`- | 8 | 8 | 1 | 7 | 24 | |||||
| dVp! | 1 | 18 | 1 | 3 | 1 | 1 | 3 | 28 | ||
| Broken_Soul | 7 | 3 | 1 | 2 | 1 | 14 | ||||
| Totals | 13 | 31 | 10 | 4 | 6 | 12 | 2 | 22 | 100 |
| 57 |
| 47 |
| 230 |
| Broken_Soul | 6 | 2 | 54 | 52 | 52 | 92 | 209 |
| dVp! | 10 | 6 | 59 | 33 | 53 | 19 | 154 |
| Totals | 24 | 21 | 283 | 213 | 231 | 195 | 848 |
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.
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 |
|---|---|---|---|---|---|---|---|---|---|
| -uh.StarzZz`- | 30000 | 238 | 238Hz | 14 | 15 | 15 | 0 | Good connection | |
| pho` | 25000 | 400 | 280Hz | 19 | 20 | 21 | 0 | Good connection | |
| Broken_Soul | - | - | - | 20 | 23 | 102 | 0 | Variable ping | |
| dVp! | - | - | - | 25 | 26 | 27 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| dVp! | Dominating | Combat | Good game from you, with your performance coming in above normal at 1.14x. You played the fragging side well here, putting pressure on the enemy while keeping your own deaths under control. 60% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| pho` | Struggling | Combat | You had a quieter game than normal at 0.87x; I think the useful part is that your improvement target is visible. You played a useful combat game: enough frags, controlled deaths, and good pressure. Your 34-24 scoreline gave you a 1.42 K/D, which shows you were getting more value from your lives than the enemy. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| -uh.StarzZz`- | Struggling | Combat | You were below your usual level at 0.83x, so cleaner decisions and timing will matter most for you. You played a useful combat game: enough frags, controlled deaths, and good pressure. You were close to an even combat game; the next gain is cleaner positioning before the fight starts. Next focus: look for stronger areas to hold, because good positioning makes the frags easier and the deaths cheaper to avoid. |
| Broken_Soul | Feeding | Combat | This was a hard outing for you at 0.36x; treat it as a reset point, not a verdict on your ability. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 26% 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. |