Unreal HeavenThe home of 2v2 and 3v3 iCTF11 Aug 2026, 18:21
Deck16][
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | HSK | HSA% | TTL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Stealth | 43 | 44 | 40 | 1 | 107 | 82.4 cm | 1.10 | 52% | 58% | 16 | - | 0:16 |
| Suria | 33 | 34 | 47 | 1 | 201 | - | 0.72 | 41% | 33% | 14 | - | 0:18 |
| عناية_منه_بنا | 29 | 29 | 25 | 0 | 84 | - | 1.16 | 54% | 44% | 0 | - | 0:16 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| Stealth | 2 | 2 kills | |||||
| Suria | 2 | 2 kills | |||||
| عناية_منه_بنا | 2 | 1 | 3 kills |
| Player |
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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 43 score, 44 kills, and 52% efficiency.
Stealth led the fragging pace with 44 kills.
Stealth posted the best accuracy at 58%.
Banter read: Stealth produced the kind of combat line that makes people immediately ask for the next map.
Stealth hit 58% 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 | 1 | 7 kills | ||||
| Suria | 1 | 7 kills | ||||
| عناية_منه_بنا | 4 kills |
Red versus Blue balance for this match only.
Per-player kills by weapon for this match.
| Player | Total | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | 29 | 29 | ||||||||
| Suria | 5 | 2 | 25 | 32 | ||||||
| Stealth | 5 | 6 | 33 | 44 | ||||||
| Totals |
Per-player pickup control for this match.
| Player | AMP | BELT | PADS | ARMOR | HEALTH | VIALS | BOOTS | INVIS | REDEEMER | WEAPONS | AMMO | TOTAL |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Suria | 1 | 2 | 27 | 23 | 45 | 76 | ||||||
| Stealth | 2 | 1 | 2 | 19 | 17 |
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.
| 39 |
| 8 |
| 58 |
| 105 |
| 43 |
| 69 |
| عناية_منه_بنا | 1 | 1 | 14 | 5 | 1 | 29 | 44 |
| Totals | 2 | 2 | 3 | 3 | 60 | 45 | 1 | 117 | 189 |
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 |
|---|---|---|---|---|---|---|---|---|---|
| عناية_منه_بنا | - | - | - | 193 | 220 | 323 | 2 | Occasional lag spikes | |
| Suria | - | - | - | 75 | 83 | 143 | 4 | Unstable spikes | |
| Stealth | 25000 | 0 | 0Hz | 44 | 63 | 194 | 6 | 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 had a positive match and your 1.24x rating backs that up. You played a useful combat game: enough frags, controlled deaths, and good pressure. 58% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: turn the frag pressure into control by holding stronger areas and timing armour or belt when they are available. |
| عناية_منه_بنا | Stable | Combat | You were close to your usual level at 1.01x, with room to turn steady play into a bigger influence. You gave your team a solid score base and avoided turning it into a messy trade game. 44% accuracy was a real positive, so keep using positions where your aim can decide the fight quickly. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |
| Suria | Stable | Combat | I think you had a steady game at 0.92x; one or two stronger moments would lift it nicely. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. The 34-47 scoreline shows survival was the main problem; you died too often before you could build pressure or hold an area. Next focus: stop gambling alone into bad positions and take fights from areas you can escape from. |