11 Aug 2026, 21:00
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 50 | 53 | 38 | 3 | 236 | 82.4 cm | 1.39 | 56% | 24% | 10 | - | 0:21 |
| Suria | 37 | 37 | 33 | 0 | 168 | - | 1.12 | 53% | 26% | 12 | - | 0:24 |
| Poison_Arr0w | 9 | 9 | 6 | 0 | 56 | - | 1.50 | 60% | 57% | 5 | - | 0:28 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | 3 | 2 kills | |||||
| Poison_Arr0w | |||||||
| Suria | 4 | 2 kills |
| Player |
|---|
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.
Stealth produced the strongest overall performance, finishing with 50 score, 53 kills, and 56% efficiency.
Stealth led the fragging pace with 53 kills.
Poison_Arr0w posted the best accuracy at 57%.
Banter read: Stealth produced the kind of combat line that makes people immediately ask for the next map.
Poison_Arr0w hit 57% 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.
| Killing Spree |
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| Rampage |
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| Dominating |
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| Unstoppable |
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| Godlike |
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| Best |
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| Stealth | 2 | 6 kills | ||||
| Poison_Arr0w | 1 | 5 kills | ||||
| Suria | 4 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Poison_Arr0w | 9 | 9 | ||||||||
| Suria | 14 | 1 | 21 | 36 | ||||||
| Stealth | 7 | 1 | 12 | 27 | 47 | |||||
| Totals |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 4 | 5 | 32 | 31 | 2 | 43 | 85 | |||||
| Suria | 1 | 1 | 4 | 25 | 21 |
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.
| 21 |
| 1 |
| 13 |
| 57 |
| 92 |
| 29 |
| 64 |
| Poison_Arr0w | 1 | 2 | 2 | 7 | 10 |
| Totals | 6 | 1 | 9 | 59 | 54 | 2 | 79 | 159 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Poison_Arr0w | - | - | - | 41 | 41 | 41 | 0 | Good connection | |
| Suria | - | - | - | 75 | 87 | 181 | 5 | Unstable spikes | |
| Stealth | 25000 | 0 | 0Hz | 45 | 61 | 176 | 8 | Unstable spikes |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| Stealth | Dominating | Combat | You gave your team more than expected here and finished at 1.24x. You played a useful combat game: enough frags, controlled deaths, and good pressure. 3 suicides hurt your match value, because in DM/TDM every free death makes control harder to hold. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Suria | Dominating | Combat | I think you can take confidence from this one; you played above expectation at 1.17x. Your score and survival worked together well, which is exactly what helps in DM/TDM. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: after a kill, use the advantage to take space or deny a powerup instead of instantly chasing the next duel. |
| Poison_Arr0w | Struggling | Combat | You dipped below your usual level at 0.90x, but I think there are clear areas you can tighten next match. Your influence came through fighting, so the big levers are efficiency, positioning, and staying near useful areas of the map. 60% 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. |