Unreal HeavenThe home of 2v2 and 3v3 iCTF25 Aug 2025, 18:00
-DM-1on1-DavidM2-
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 25 | 25 | 16 | 0 | 175 | - | 1.56 | 61% | 49% | 0 | - | 0:41 |
| macz^FB | 13 | 16 | 25 | 3 | 310 | - | 0.64 | 36% | 20% | 3 | - | 0:26 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 2 | 2 kills | |||||
| macz^ | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| =oZ`Mac= | 3 |
Loading player feedback...
Generated from the match events and player statistics.
A decisive Normal Weapons TDM match took place on DM-1on1-DavidM2, with 2 active players recorded in the report.
=oZ`Mac= produced the strongest overall performance, finishing with 25 score, 25 kills, and 61% efficiency.
=oZ`Mac= led the fragging pace with 25 kills.
=oZ`Mac= posted the best accuracy at 49%.
Banter read: =oZ`Mac= produced the kind of combat line that makes people immediately ask for the next map.
=oZ`Mac= hit 49% 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.
| 8 kills |
| macz^ | 1 | 4 kills |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| =oZ`Mac= | Godlike | Combat | You had a huge game and played well above your usual level at 1.36x. Your fighting was efficient and useful: you kept winning duels without giving too many lives back. 61% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: play for efficiency first: good weapon, good position, good timing, then take the fight. |
| macz^ | Feeding | Combat | You had a tough match at 0.68x, well below your usual level, but I think it is fixable. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: value your life more, reset from weak fights, and make the enemy work harder for every frag. |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
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 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| =oZ`Mac= | ||||||||||||
| macz^ |
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.
| Totals |
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 |
|---|---|---|---|---|---|---|---|---|---|
| =oZ`Mac= | 25000 | 500 | 170Hz | 38 | 39 | 39 | 0 | Good connection | |
| macz^ | - | - | - | 19 | 21 | 23 | 0 | Minor variation |