Unreal HeavenThe home of 2v2 and 3v3 iCTF6 Jun 2026, 16:55
Liandri Central Core
| Player | Score | Kills | Deaths | Suicides | Shots | 360 | K/D | Eff | Acc | TTL |
|---|---|---|---|---|---|---|---|---|---|---|
| saxonFB | 50 | 50 | 15 | 0 | 96 | - | 3.33 | 77% | 52% | 0:17 |
| Broken_Soul | 15 | 15 | 17 | 0 | 47 | 58.3 cm | 0.88 | 47% | 32% | 0:14 |
| -uh.Pr3DazZz | 8 | 8 | 8 | 0 | 33 | - | 1.00 | 50% | 24% | 0:10 |
| Player | Double | Multi | Ultra | Monster | Ludicrous | Holy Shit | Best |
|---|---|---|---|---|---|---|---|
| saxon | 8 | 5 | 3 kills | ||||
| -uh.Pr3DazZz | 1 | 2 kills |
| Player | Killing Spree | Rampage | Dominating | Unstoppable | Godlike | Best |
|---|---|---|---|---|---|---|
| saxon | 4 |
Loading player feedback...
Generated from the match events and player statistics.
A tight Instagib DM match took place on DM-Liandri.unr, with 3 active players recorded in the report.
saxon produced the strongest overall performance, finishing with 50 score, 50 kills, and 77% efficiency.
saxon led the fragging pace with 50 kills.
saxon posted the best accuracy at 52%.
Banter read: saxon was the main scoreboard problem, which is the polite way of saying everyone else had to live in their match.
saxon hit 52% 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.
| 9 kills |
| -uh.Pr3DazZz | 3 kills |
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 |
|---|---|---|---|---|---|---|---|---|---|
| Broken_Soul | 25000 | 600 | 500Hz | 20 | 21 | 21 | 0 | Good connection | |
| saxon | 30000 | 600 | 500Hz | 15 | 15 | 16 | 0 | Good connection | |
| -uh.Pr3DazZz | 20000 | - | - | 17 | 17 | 18 | 0 | Good connection |
Match feedback based on the player's usual level and their role in this game.
| Player | Verdict | Role | Performance Notes |
|---|---|---|---|
| saxon | Godlike | Combat | You put together a top-level game here and finished at 2.25x. You gave your team strong combat value, especially because your kills came with good efficiency. 77% efficiency is a strong sign that you picked good fights and stayed alive after winning them. Next focus: keep the fragging up, but make the kills happen around weapons, armour, belt, and routes your team needs. |
| Broken_Soul | Feeding | Combat | You had a rough game at 0.73x, so I think your goal should be to simplify and rebuild from safer plays. 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: choose fewer isolated fights and use sound, spawn timing, and item control to make the next duel easier. |
| -uh.Pr3DazZz | Feeding | Combat | This was a hard outing for you at 0.67x; treat it as a reset point, not a verdict on your ability. For DM/TDM, your next jump is turning more fights into map control rather than just isolated duels. Your combat stats were fairly balanced, so one fewer needless death or one cleaner powerup fight could move the rating up. Next focus: build pressure from safer positions, then contest armour, belt, or key weapons when you have the stack to survive. |